-
Posts
3400 -
Joined
-
Quote:When I looked through my list of characters and considered IC and OOC factors, I realized that 90% of my toons would end up as vigilantes or rogues. It may be that I don't make straightedge good or bad characters. I tend to stick with characters who make their own rules, do whatever it takes for what they believe, or just do whatever they want. My characters are more like Batman or Punisher than classically good or bad.I love how the game isn't out yet, and folks are already on sides. You guys do realize you are giving the Dev's massive.... well..... ummmmm..... making the Dev's really happy with this?
So, Going Rogue was made for me. -
Quote:I would so argue that point. Since the redside change there's far less farmy stuff required. It doesn't take that long to work off the debt or get the damage badge. Damage is even something that you can do while AFK.Blueside, there is simply more content available to you. Accolades are easier to come by.
Comparatively, redside might require one GM, or one half of a task force (in SEPARATE accolades) while blue ones require 6 TFs in one badge, or 2 GMs + 1 TF + 1600+ kills for one. Or 13 specific AVs for one.
To date I've earned the full HP/end set for no less than 5 villains, because I can easily earn all of them in about a day or two, with only having to fight one GM and do one (half of a) TF. Demonic is the easiest one to get redside. Force of Nature I've only earned twice, because it is admittedly pretty grindy.
Blueside, I've only earned Portal Jockey and Geas one time, because they're so taxing and time-consuming. The redside ones may be grindy but they're the sorts of things you can do solo in an hour or so, sometimes even AFK. And to date I've never earned the Task Force Commander or Magus accolades because the requirements are just so right-out.
In fact, blueside accolades may be a prime factor in deciding whether I side-switch some toons or not. I have 26 characters and I just can't be bothered to run 182 task forces when I could earn the accolades redside in a couple days.
Really, just for fun (HP/end accolades only):
Blueside:
10 Exploration Badges
3 History Badge
1 Story Arc
700 Kills
13 (specific) AVs
6 Task Forces
Redside:
15 Exploration Badges
3 History Badges
3 Story Arcs
460 Kills
1 GM
1 (half of a) Task Force
1,000,000 damage
200,000 debt
If you go Geas/FoN/Magus/Demonic it may change. Geas and FoN are both a big pain to get, both requiring over 1500 defeats. FoN is actually MORE defeats (over 2000), but in general stuff you should fight a lot of in your career, unlike Geas which is over 1600 kills on units that only appear in one zone that is easy to skip. Magus, well... +700 defeats, none of those being fun. Yeah.
Just one character blueside, to get the HP/end plus the two clickies, has to do 3065 defeats, 7 TFs, kill 2 GMs, and 13 AVs. Redside it's 2705 defeats, 1 (half of a) TF, 1 GM, and 4 AVs (technically you have to kill 4 to get Marshal). So for 26 characters:
Blueside:
79,690 defeats
182 TFs
52 GMs
338 AVs
Redside:
70,330 defeats
26 TFs (or 13 if you consider them half, and don't do the second half)
26 GMs
104 AVs
Red please. -
Quote:I've done this on all my characters.i use a 52 cot guide on most toons. rest in front of them and go to bed.
Guides have only one attack (in melee) which is their sword. It does tremendous damage (at least, with -300% RES) and has a long recoil. The damage is high enough to trigger one-shot code, and the recoil is long enough that you can regen to full JUST before the next swipe. There's virtually no wasted effort.
I've used Guides for all my squishies. It can sometimes be a hassle to get one positioned correctly, since they tend to flee if they start missing, but once you get them going it works great. For some I had to grab +1 to +3 depending, but it's always worked. Any bonus +HP you have isn't a pain when they're doing all but 1 of your HP per hit.
I even got the badge on my level 42 Brute in just a few hours using this method. And when I recommended it to an MM friend, his progress toward the badge increased dramatically. -
Interestingly enough, while I can see the argument for taking the axe on a dark user, I avoid ghosts and zombies on general principle so I have no need to have an attack that works against them.
-
Quote:Yeah, I'm confused too.Without giving offence, this is twaddle and you know it. When was the last time you joined a pug and it was running on team size/+0? Really. Outside of the first 10ish levels I can't remember a single time, it had gotten to the point where I thought +2 was the standard difficulty. It's very, VERY rare in my experience that teams run on +0 and I'd be surprised if there were many out there who could say differently.
With the old settings things like end AVs and such weren't changing. End of LRSF was always level 53s regardless. So the only thing the difficulty setting was changing was all the enemies inbetween AVs.
Pretty much all teams can run at +2. There's no reason to suggest that a group doing an ITF can't handle +1 Cimerorans and has to run on +0. If that's true, they're going to have a really hard time with the AVs who are happily 53. So no casual TF team is going to run below +2 because A) it's not going to affect the AVs and stuff anyway, B) there's no reason to fight weaker enemies on the way to the AV, unless you can't handle them, in which case you can't handle the TF itself.
I've pretty much never been on a team past level 10~15 that's running on +0. And while I have been on +0 TFs, those were speedurns for merits only (which I find boring). So if anything I'd suggest the OPPOSITE... which is to say only non-casual players would run on +0, because they're rushing for reward, not crashing through for fun.
I've done tons of TFs, both leader and participant, with friends, VGmates, and strangers. +2 is the norm. I've never had someone suggest we run on a lower difficulty unless it's strictly for the merits. And those aren't casual players. -
Quote:Super Speed, Hide, and Stealth IOs are all stackable stealth. A player can have all of those and Concealment and benefit from all of them. However, those are the personal exceptions. Other toggles that affect self won't allow overlap, and will detoggle the others.Aett,
I was under the impression that all stealth powers stack so long as they are from different players and the only limitations are on self-stacking stealth (as in pretty much only Stalkers are allowed to self-stack more than one stealth power [additional caveat: except for superspeed + a single stealth power]). -
But you're still irrelevant to that person. Because you're on hide and are only forming with friends and globals, you're inaccessible to them. Someone looking to form a group with strangers still can't team with you. You may as well be offline to that person.
-
I took it once or twice. I even took it on a toon where having an axe would kind of make sense. In the end though, the utter uselessness of the power made me regret it. None of my currently active toons have the axe.
-
Quote:Yes I can. CJ+SJ doesn't work. NR is a mini version of SS+SJ. Therefore, it doesn't stack with CJ, because SJ doesn't.CJ isn't a travel power though, its combat movement. You could argue having Ninja run supress, but not that it doesn't work with combat jumping.
Quote:EXCUSE ME??? Since WHEN is ten dollars FREE??? -
Quote:Eh? I never said that either. And yeah, nothing wrong with disagreeing on certain sets.Umm...
...never said you should make your toons look like mine. Your Valkyrie looks good. But I don't even have a Norse themed female toon. Just because the costume set is labeled 'Valkyrie' doesn't mean that's all it's limited too. I use it for making face-breaker toons that wear body armor. We just don't agree about aesthetics, and there's nothing wrong with that
Personally, I don't make hardly any armored characters, and no robots. As a result, the most use I get out of valk and cyborg packs is shoulderpads, belts, and capes. I tend to do lightly armored characters, as you can see by my valkyrie there. I don't have heavy armor toons, and even my valkyrie warrior there shows a lot of skin and wears light armor.
I get more use out of the magic and martial arts pack than anything else. But that's because I make a lot of natural and magic toons. I use the bolero a lot now. And I get more use out of the textured wedding pack tops and skirt than I do any sort of armored piece. Not everyone does that, and I know lots of people who don't even have the wedding pack. Likes and dislikes vary. -
-
Quote:I know about all the other parts. I don't get any use out of them really. I've never found a costume where the valk patterns looked good. I did get to see someone who used it as a cool sort of reptile skin with armor plates that was really well done. But outside of that, I just don't like them.You need to look through the other bits, though - the boots are not just the armored boots. There are also thinner, textured ones, the size of normal boots (not available on thigh high) and similar gloves without the "domes." I seem to use the (non-domed, non-winged) shoulder bits more than I anticipated, as well. Armor plate.
I do get use out of the cape though, now that I think about it. It's a really cool cape. -
Quote:I actually dislike most of the valk stuff. I actually have a valkyrie character (from before the pack). I use the headwings and belt and that's it. The rest of the parts are godawful. I do like the shoulderpads, but I'm using the ninja pads on her costume now.And of course, there is all the cool stuff that we get to shovel out $10 for each, like the stupidly cool looking Valkyrie stuff from the Mac pack.
I have a friend who uses the valk boots at every opportunity, and I think they look hilariously bad. Pointed toes, giant rounded kneecaps. Ew.The round bulbs on hands, knees, and shoulders look like giant armored tumors.
-
Quote:It doesn't work with CJ because you can't do CJ+SJ. Castle said it's by design.I've petitioned several times and brought this subject up many times and i fullheartedly agree. It makes ZERO sense that it won't work with other movement powers. When SJ and SS can work at the same time, there makes no sense why ninja run wouldn't with them as well. Classify'ingly.
But the fact that it doesn't work with combat jumping just APALLS me. And makes no sense either. Very annoying having to toggle back and forth between the two especially when using CJ for its defense as well.
NR is a poor man's travel power. It's not something meant to enhance your current travel powers and give you an advantage. It's not meant to be used in combat and allow you bonus move and run speed unsuppressed. It's meant to be SJ before you get SJ, or SS before you get SS.
It's weaker than SS and SJ because it's free. If it did the things you said, it would give an actual advantage and be too powerful. It's meant to be better than not having a travel power, but not as good as having a REAL travel power. You CAN opt to rely on NR instead of taking a normal travel power, but it's weaker. It's a tradeoff, not a pure advantage.
If NR stacked with SS, SJ, or CJ or didn't suppress it would need to be nerfed, and I don't want that. -
ACK!
I just got on the test server to check the new NR animations.
Shield: It's good. It does what it's supposed to do, and syncs fine with the "with weapon" so the switch is seamless, more or less.
Claws and Pistols: Very good for moving. I like having both hands back. It gives the appearance that the character is ready to attack. However, jumping... NO!We lost this:
Arms no longer cross when jumping either with Claws or Pistols. That's what I liked most about it. Lots and lots (and I mean lots) of people said that picture looks really cool, and I even got 3 people IN-GAME to tell me they saw the picture and said it was awesome. PLEASE, PLEASE restore the crossed-arms when jumping. It's the best part, and looks awesome! I'll be really sad if you don't. -
Quote:Yeah, I definitely agree with this. Mercy is a crappy zone. Nothing connects to it. Cap is the Atlas of redside. Everything goes on in Cap. It's even a hassle to get out of Mercy once you're stuck there. Cap has a way to get to Port Oakes and Mercy, so it should be fine to dump people in Cap.If it does have to go live with Lord Winter's Realm always dumping to one specific zone, is there any chance you can set the villain exit location to Cap au Diable? For convenience of very low level characters, you can set it on the dock right by the ferry back to Port Oakes, but seriously, Mercy Island is not the transit hub that Atlas Park is; Mercy Island is a dead end. I grant that most level 25+ villains can just Ouroboros out and move on to whatever zone they wanted to return to, so it's not a deal breaker, just a matter of convenience.
-
Quote:I'm actually working with easy mac and ramen currently.It's not about finding pennies in the couch. When you know you have to spend on something, even if you are sure you can't afford it, the best way to go about it is to bite a bullet and spend it. Once that money is gone and you know you can't count on it, you'll find ways to somehow reach the next paycheck, even if it means rice and noodles for a week. I don't think an online game is worth going that far, but I do believe that if you were told "if you do X you'll get Y", and you don't do X, then you have no right to complain about not getting Y.
-
Let me just say that if the stories about lack of money and unemployment and stuff are as bad as people say, you really have more important things to worry about. I have my priorities, same as everybody else. I'm broke and unemployed too, but I managed to scrape together something to make sure I got in because it's important to me. I have sympathy for people in the same situation as me, but I know from experience that if you want something bad enough, you can make it happen. It's nobody else's job but your own.
And quitting smoking, like all addictions, can only happen if you legitimately WANT to quit. Most people put forth a half-hearted few day attempt and give up when they don't meet immediate results. Or rely too much on patches, gum, or other tools. The only way to quit is with willpower, and if you convince yourself that it's too hard or just really don't want to do it, it will never happen. -
Quote:At the very least, switch out the ToD sets for Kinetic Combat. They give you the bonus you're looking for, and will up your S/L by 3.75%. You could even set-pick and get another 16% regen by squeezing in two pieces from another set.Yes I slot for high recharge for my attack chain, i believe a good offense makes for good defense as well. the -tohit from DM should make up for some of the defense as well and I'm still playing around with some of the attacks. I'd rather have a high DPS and take out a proc and put in -to hit. Since I havent played WP it will take some play time for me to see what I like. But overall I like what I see in WP
Hopefully the build plan I put together gives you some ideas of what you can do with WP. Whatever you plan on doing, good luck with it! WP is a good set. -
Quote:Let me go over some things with you real quick to help out.I basically put the same build into a scrapper and wholly gawd, I'm going to get started on that build tonight. I might never play my regen scrapper again. I'm just hoping that the numbers match in game as they do on Mids. I found that my invul brute had significantly lower defense and resistance numbers then what mids totaled.
First, you're focusing a lot on recharge bonuses when you don't need to. If you're hoping to speed up your attack chain, that's one thing, but you've invested a ton into recharge when it doesn't benefit your defense any.
Second, you picked some strange IOs for certain things. The one that stands out most to me is Touch of Death in two attacks. What you want is Kinetic Combat. KC gives +3.75% S/L DEF for 4 slots, while ToD gives +1.88% S/L DEF for 6. WP is a typed defense set, not positional. Some of your powers would also benefit more from some frankenslotting and set mixing.
I put together a build for a Brute based on what -I- would do with the build. I'm not saying it's a better build or that you should switch to it. In fact I have some quirks that you might not like, like refusing to underslot powers (Tough and HPT). You can use this as a guideline or just look at it for some ideas on what to do. Also, this sort of stuff isn't my expertise, so if someone else who's better at this wants to offer improvements, feel free.Here's what I came up with:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Brute
Primary Power Set: Dark Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(15), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(40), C'ngImp-Dmg/Rchg:50(43)
Level 1: High Pain Tolerance -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(43), Numna-Heal/Rchg:50(45), ResDam-I:50(46), S'fstPrt-ResDam/Def+:30(46), GA-3defTpProc:50(46)
Level 2: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Dmg/Rchg:50(7)
Level 4: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(5), RgnTis-Regen+:30(5)
Level 6: Swift -- Run-I:50(A)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(11), Hectmb-Dmg/Rchg:50(13), Heal-I:50(13)
Level 10: Indomitable Will -- SW-Def/EndRdx:50(A), SW-ResDam/Re TP:50(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Super Jump -- Jump-I:50(A)
Level 16: Rise to the Challenge -- Panac-Heal/EndRedux:50(A), Panac-Heal/Rchg:50(17), Panac-Heal/EndRedux/Rchg:50(17), Panac-Heal:50(37), Panac-Heal/+End:50(40)
Level 18: Health -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(19), Numna-Regen/Rcvry+:50(19)
Level 20: Quick Recovery -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-End%:50(21)
Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(23), RctvArm-ResDam/EndRdx/Rchg:40(23), RctvArm-ResDam:40(34), RctvArm-EndRdx:40(37)
Level 24: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(25), P'Shift-End%:50(25)
Level 26: Soul Drain -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(27), Armgdn-Acc/Dmg/Rchg:50(27), Armgdn-Acc/Rchg:50(31), Armgdn-Dmg/EndRdx:50(34)
Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Def:50(29), S'dpty-Def/EndRdx:40(31), S'dpty-EndRdx:40(31)
Level 30: Boxing -- Empty(A)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(33), C'ngImp-Dmg/Rchg:50(34)
Level 35: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36), RctvArm-ResDam:40(36), RctvArm-EndRdx:40(37)
Level 38: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(39), LkGmblr-Def:50(39), S'dpty-Def/EndRdx:40(39), S'dpty-EndRdx:40(40)
Level 41: Soul Tentacles -- GravAnch-Immob:50(A), GravAnch-Immob/Rchg:50(42), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Acc/Rchg:50(42), GravAnch-Immob/EndRdx:50(43)
Level 44: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-Rchg/EndRdx:50(45), DarkWD-ToHitDeb/EndRdx:50(45)
Level 47: Dark Obliteration -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:- 23.5% Defense(Smashing)
- 23.5% Defense(Lethal)
- 7.25% Defense(Fire)
- 7.25% Defense(Cold)
- 8.5% Defense(Energy)
- 8.5% Defense(Negative)
- 6% Defense(Psionic)
- 14.8% Defense(Melee)
- 7.25% Defense(Ranged)
- 8.5% Defense(AoE)
- 45% Enhancement(Accuracy)
- 7.5% Enhancement(Range) (in PvP)
- 45% Enhancement(RechargeTime)
- 10% FlySpeed
- 258.6 HP (17.3%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 5% (in PvP)
- MezResist(Held) 5% (in PvP)
- MezResist(Immobilize) 18.2%
- MezResist(Repel) 1000% (10% chance, in PvP)
- MezResist(Sleep) 5% (in PvP)
- MezResist(Stun) 5% (in PvP)
- MezResist(Terrorized) 5% (in PvP)
- 19.5% (0.33 End/sec) Recovery (in PvP)
- 84% (5.26 HP/sec) Regeneration
- 4.58% Resistance(Smashing)
- 4.58% Resistance(Lethal)
- 10.6% Resistance(Fire)
- 10.6% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 10% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1387;695;1390;HEX;| |78DAA593DB4E13511486F7B453077AA040A1E5D823504E1D010FE16034512431826| |9A988516353650B8D93B6694BD43B1FC02BBDF0CAD730119FC4F3036862A2F7D6B5| |D63F25215E3A69FF6FF69EB5D7BFD6ECD95B4FD7834A3DBFA48CC015A7DC6C962E3| |70E5BDABA516E1D36CA8EB2945251992A6D69476B7BBDDC788CDB18A6D7F5235D6D| |6A7BB7E238F5DA13DDE8BB563DD00D5D6DD99D9B60BE5673EC8D4AABAA9B4D0C367| |5B95EA9EE87DC27FB072D1AF96554AC6BBD17BB5AAF3CB4E150AC1D3AA5AD72B3A5| |1BCF86A89E19FA7F579DAB6DAA3C21AD7A0AC0B6205B14CC3E202CAA0F1C6948B84| |FED183C355B10CC1705B97989CBC56834AE724B5E1EFDE82C221303261E98786072| |0A26A760F289D40B138F1726264CCC8B92D6476FD38700E5CBC99A9FA4162C7C162| |CBA60D1050B3F2C82590F87072764D567D26E2432BA37A456FF75419492055C8BC0| |A098C7682A040B159A96F55F48C3865F1A0B8FC9C2DE3890104C2405D994C0A20C7| |D6E637DE8A81FFDF5DF127CA547113720F2522A1D7805BC167CA44783083007E374| |9355D1049012A4D282898CA08B0C636EBE18F20D21DF10F2FDA247C3B2376D73785| |9A646568055417C4D90BA20F84681A3AEFD68AF943C16010604F13F8A7DE35EB137| |2CDE2DBCB1F1365DEA37DD27DC2F21816D4A629B92D8A624B629852FC14B09D2AE5| |F1AED66D06E06ED664EB46B52F8A41B3E89F2A650DE14CA9B42795994B7479B32ED| |16339D9706670AC0365014CCDE44F374BEE710EE997B2B53F3EF802381A67CB69BC| |F5E92A9D36780B3C039C1E279419AAA5D70F32DCC49BF8B2730661E9F4DFAF1EBDB| |FC67266F1E1F2D65C8CC86797C44FFEB3A0A76F27417E80B378AFC99EFB0ECF2F03| |6CB1D96BB3C778FE53E4B498EC3FB60A7D2F03217B4C2B2CAB2C6F28283AC004980| |25C81262E96109B3F4B24458A22C232C6F58DA7F010384F313| |-------------------------------------------------------------------|
DEF:
35% S/L
31% F/C/N/E
Your version has 25% DEF S/L, and 37-38% F/C/N/E. You get more exotic, but mine has far more S/L. This is mostly thanks to Kinetic Combat. Since almost every attack in the game has some S/L component, upping that defense is a big boost.
RES:
54% S/L
10% E/N
18% F/C
These numbers are pretty comparable to yours. The difference is this is a Brute, not a Tank. Underslotting some of those powers you took brings the values down, and lets you resist a lot less.
Regen/HP:
701% regen (1 RttC target)
2490 HP
I have about 45% less regen, which isn't that significant of an amount. The HP is less by about 600, but again, Brute vs Tank.
My build also has more attacks, which are slotted better. Siphon heals for 14% HP instead of 10%. You also get Darkest Night which debuffs damage by 21% and ToHit by nearly 15%, which would add a significant amount to your survival (not that you'd need it, I imagine). I forgot to change the set on DN because it has a redundant HP boost, but you can fix that.
There's still wiggle room and some places you could improve. For instance, if you swap out Soul Tentacles to an Enfeebled Operation set, you can wind up with 38% S/L DEF. Also, if you don't care as much as I do for the RES slot in HPT or want to undercut some of the weaker attacks, you have room to add a slot to Fast Healing and bring that regen up some more.
Hopefully some of this helps and gives you ideas on how to build a solid WP toon. With that sort of build, your Scrapper should easily be able to stomp most content on +2/x8. You might have issues with some problem gangs like Longbow, but they tend to be a problem for just about all melees. Good luck in whatever you decide to make! And don't forget to drop by the Scrapper, Brute, or Tank forums for more in-depth advice. -
Quote:Sorry, no. Like I said I didn't look at the build because WP + Tank + Dark is going to be amazing even with SOs. Just saying those are the sorts of bonuses you should build for. So if you did that, you're all set.Are you saying that my defense/resistance numbers in the build I posted are not good enough? The HP is 3100+
Honestly I would suggest doing a Scrapper or Brute. With that build you'll probably be able to handle a ton of stuff. That extra mitigation will probably be a big waste for a Tank, while bonus damage is always helpful. Unless you're just a big fan of Tanks. -
Quote:Generally speaking I consider 1 and 8 targets. 8 is more reasonable than 10, but it's also worth noting the minimum that you'll be facing for 1 target. My Invuln is set up to soft-cap at 8 targets, but she still has something like 30-35% with one target (I forget off the top of my head). Even with 0-1 targets in range for RttC, your regen isn't that bad. You get Health and Fast Healing, plus you still get RES and DEF. I never have issues herding badguys around a corner. But even if you have that problem, you can Siphon a bit of health back.I can get 749% with 1 foe in RttC and 1194% with 10 by mids calculations
Also it's worth noting that you don't have to totally focus on regen with WP. Shoot for some nice defense bonuses, and slot up Tough so you have 70% RES to S/L or so. Grab some S/L defense or whatever cheap bonuses you can get. Also look for +HP, since you can hit the Tank cap, or at least get 3000 with good slotting. -
How is it an active account if it wasn't active for a few days? You're basically saying "I've never taken even a short break from CoH except for all those times I did."
-
Without even opening the build in Mids I can pretty much guarantee that a WP/Dark Tank with Tough/Weave will handle whatever you want. My non-IOed SS/WP Brute can handle +2/x6 spawns. If you add Tank modifiers, IOs, and a spammable heal to that, she could solo Hamidon.*
* = May not actually be capable of soloing Hamidon. -
Quote:That's a good thing. And I'd be happy to give you some tips and ideas for WP. I've done SS/WP up to 50 and have some experience with what it can and can't handle very well. I may not be the best person for it, so you can check the Brute or Scrapper forums for advice if you like.So I admit I havent played WP past lvl 20 and that was when it first came out with the issue. Anyways I went on to mids and played with WP and I could get regeneration to just under 800% fairly easy and higher if I took physical perfection. It actually doesnt look all that pricey compaired to what my regen cost. Glad I found this post cause now I'm looking forward to making a WP toon now.
In short though:
WP will end up with more regen outside of IH. It gets a passive +30% HP which equates to +30% regen power as well. Higher tier builds though with regen will have IH up a lot, and can perma DP which is a permanent +60% regen rate.
WP trades clickies for RES/DEF. You get passive mitigation instead of active. The result is you can alpha better because incoming damage is reduced by an amount right off the bat, instead of you having to react. This has the distinct advantage of not halting you in combat to hit clickies or having you hit clickies too late. The downside to this is that when your HP falls with regen you have 4 or so powers you can hit. When your HP falls with WP you can pretty much only watch it happen (but that's what inspirations are for, really).
Regen benefits a lot from +recharge too. WP literally doesn't benefit at all from it. WP benefits more from +DEF boosts, and gains a lot from Tough/Weave. +HP and +regen bonuses are also really great.
Me, I prefer the passiveness that WP allows. Regen can do a lot of great stuff. It's easy to alpha with MoG. But I like just having my secondary work without having to think about it. The only other secondaries I've taken to 50 are Shield and Invuln.