Elegost

I Survived PvP Bootcamp
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  1. Elegost

    Fire/Shield PVP

    If you're serious... try thinking before acting.
    If you're joking... bad joke.
  2. Quote:
    What about the Panacea unique?
    Yes, this one will have a chance to proc on your allies, but it will only go off 20% of the time and provide them with 7.5 endurance and ~60 health.
    It's worth clarifying that the endurance and hp portions of the panacea unique don't fire together. It just acts as two separate procs.
  3. (Partial tangent from the initial problem, but this is equally important)
    Unless the numbers seriously differ when including arcanatime, the few seconds in BU shouldn't matter unless I can get its recharge down to be up every 4th attack chain; otherwise, I'm always going to round it down to the 5th chain (because I'm not going to fire it in the middle of a chain).

    If we could get it to 26 seconds (4 chains), which 3 slots would do, then that would bump the DPS for sure, and I'd be all for that. I think the 6ish seconds out of MoG would totally be worth that, if the math comes out right.

    If we can work that into the rebuild, as well as fixing the endurance (with Tactics and CP), I think everything would be perfect and I can stop fighting with myself over this.

    I actually have to run to the airport real quick, This is what I'm looking at now,
    better?


    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Dam%(3), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Rchg(13), Achilles-ResDeb%(23)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Heal(7), Panac-Heal/+End(29), Mrcl-Rcvry+(43)
    Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(21)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(5)
    Level 6: Build Up -- RechRdx-I(A), AdjTgt-Rchg(45), AdjTgt-ToHit/Rchg(48)
    Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), LkGmblr-Def(37), LkGmblr-Rchg+(39)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Rchg(15), Dct'dW-EndRdx/Rchg(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Integration -- RgnTis-Regen+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Heal-I(37)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Dmg/Rchg(45), Oblit-%Dam(45)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- Aegis-ResDam/Rchg(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(31), Aegis-EndRdx/Rchg(36), Aegis-Psi/Status(43)
    Level 24: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), HO:Enzym(36)
    Level 32: Golden Dragonfly -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(36)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(48)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Enzym(42)
    Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit
    Level 0: Ninja Run

    God that was a long drive.
    Stole a slot from IH to get CP to a 50%(ish) uptime. Stole a slot from MoG for BU to have 3.
    BU is coming back in 26.1 seconds, and the attack chain runs at 26 seconds (four 6.5 second chains)
    If that still works after arcanatime, then I think this build will do.
    I could flop a def/end in maneuvers for a Kismet, just to top off the tohit, but that tags the endurance consumption a bit, too... so that's probably not a good idea.
  4. I'm stuck.
    I worked with Umbral forever ago on this build. The one he used was pre-BotZ fix, however, so I've tweaked it to maintain 20+ ranged and AoE defense.
    I did actually respec into this build in game, but I find that its endurance sustainability is a little... unstable at times, due to the use of 3 procs. Sometimes I'll just run straight out of end and have to MoG out, only to have a third of my end restored seconds later. So I'm looking for a bit more recovery to smooth out the procs.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Dam%(3), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(13), Achilles-ResDeb%(23)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Heal(7), Mrcl-Rcvry+(46), Panac-Heal/+End(48)
    Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(21)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(5)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(48)
    Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), LkGmblr-Def(37), LkGmblr-Rchg+(39)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Rchg(15), Dct'dW-EndRdx/Rchg(48)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Integration -- RgnTis-Regen+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Heal-I(37)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Dmg/Rchg(45), Oblit-%Dam(45)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- Aegis-ResDam/Rchg(A), Aegis-ResDam(23), Aegis-ResDam/EndRdx(31), Aegis-EndRdx/Rchg(36), Aegis-Psi/Status(43)
    Level 24: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
    Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(29), RechRdx-I(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), HO:Enzym(36)
    Level 32: Golden Dragonfly -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(36)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(45)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39), RechRdx-I(43)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), HO:Enzym(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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    I'm bouncing around some possible solutions to my minor end issue, but I'm not sure which way to take it.
    The slot I'm considering to be "free" is the second in BU. I could potentially throw it into CJ for a kismet, so I don't have to fun FA as much, fixing my endurance. Or I could put it into PP for a Perf end mod (which yields +.1end/sec), and/or switch the two numina in Integration to 2 miracles for .05 more (bleh).
    Or, to save a respec, I could flop one of the Rech IOs in MoG to the kismet (unless that would mean it only fires when MoG fires... then obviously not.)

    I feel like the kismet to CJ is my best option... but I'm just looking for alternative routes to fixing this.
  5. Quote:
    Originally Posted by FireWyvern View Post
    Did you just implied that you can solo 17(that's the cap?) +4 AVs with an SOed brute? O_o
    I'm pretty sure even an SOed granite tanker couldn't survive long against 17 +4 AVs...
    I forget how many specifically, but it was over 10 (12ish?) AVs that Nihilii solo'd on his /inv scrapper.
    Note: They were all hand-picked S/L dealing AVs (through MA), and I'm not sure if they were on absolute max diff, but he still did it. On a scrapper.
    And aggro cap is 16, if I remember correctly, but for whatever reason, Taunt can only hit up to 5 people... not sure why that is.
  6. Update for that build above:
    The numina and miracle procs in PP can actually be moved to FH. They can't be enhanced anymore so there's no reason to put them in PP, slotting them into FH will mean they will still affect you at all levels. Also, that means you get the numina regen set from the proc and the heal, so the heal/rech can be switched to a general heal IO, or moved to another power (BU for example)
    Or, depending on the endurance loss, I'd consider switching that Perf End Mod in PP to a third slot in build up for 1 lvl 50 rech IO.
  7. You're not doing anyone any favors by using that color scheme, either. Freakin impossible to read >.<
  8. Quote:
    Originally Posted by Derangedpolygot View Post
    ~~ if it's as pseudo-ranged as it appears.
    Fully disagree with this.
    There is one obvious ranged blast (second to last one), the rest don't look like they have more than the typical 7' range anyway (excluding the PBAoE and cone, those may be different).
  9. The shield is actually attached to the forearm, a little less than halfway up (towards the elbow), so the shield wouldn't actually be flailing around wildly when doing the twirly-wrist animations. It would only flop whenever the forearm did, if ever.

    +1 vote for km/shield

    ~Upon further review:

    Maybe alternate animations for /shield... some of those would totally hit him in the face, or come damn close to it.
  10. Quote:
    Originally Posted by Bill Z Bubba View Post
    Either a set is broken or it isn't. If a set is fine on a tank, then it should be fine on a brute or scrapper
    I think he (Billz) means, if all things are "balanced" as they "should" be, then this statement will hold true. Powersets like SS only work for tanks and brutes because of the lower base offensive values, but other sets like FA only work for tanks (if you can call that "working") because they have higher base defensive values.
    They really aren't "fine" as they currently stand, it's more likely that they are simply yielding acceptable performance values.
    ~Rather, that's how I interpreted it.
  11. if you're talking about 1:56, I highly doubt it.
  12. I hate temp powers.
    I'll consider joining, but will likely have to work instead.
  13. couple new costume parts, for sure... I know I saw new blades and gloves specifically (hopefully katana gets some of that love for a change).

    Other than that, I'm loving how the zone is looking. Really could use an overhaul back in the homeland.
  14. Sham always finds the coolest things.
    I love me some trig.
  15. I like how there was no mentioning of the "fix" prior to the patch going through, but now that we've *******, it's taking forever to get the real fix to come down the pipe.
  16. I've been in games before where the knife distance was increased, but that wasn't the range that you physically moved, just the "length of the blade". Never seen anything like that before. Teleporting all the way across Favela is a bit extreme.
  17. Quote:
    Originally Posted by Mental_Giant View Post
    50 of those were mine.

    I'm not sure why my Pistolero is so squishy. I have other Blasters that don't faceplant like he does. I blame three things:

    1. Lots of AOE
    2. PBAOE nuke
    3. Voodoo
    Did you all have a tank... with taunt? If you didn't the only thing keeping you from aggro is everyone else doing more damage than you. Scrappers have a higher threat multiplier, but you can more easily out-damage most of those, especially in terms of AoE output.
    And nemesis dominate the majority of Sara Moore, and they like to stack veng. We all know what happens after that >:[

    ~~

    MG, your avatar is... super-Commando? :O
  18. god, sham, that's awful :/
    what roll were you using?
  19. I'm assuming it's because the DPA of elec fence is barely higher than shriek. So you want it to be used more often.
    And luckily the recharges of all 3 powers are already quite low, so getting the necessary recharge to sustain that chain won't be difficult at all.
  20. You also need to consider the problem that the towers reapply nonstacking buffs when active. They're not toggles that are instantly shut off when separated from him. They are power-granters. Caging/phasing a tower doesn't instantly turn the buff off, it will still run its duration, but won't be reapplied until the phase wears off.

    Because of this, phasing LR himself might be a better idea in the long run, unless you figure out exactly when to cage the towers (just before they reapply) for maximum effectiveness.
  21. That's completely my fault... I apparently responded before I thought this morning (afternoon, whenever I woke up). I worked 4-10 today. I don't know how I thought I could make it... I just didn't think.

    I iz a stoopid dood
  22. I definitely agree. I did it as well on my kat/regen before I used fighting. it doesn't seem to work too well without an IO set (end cost is too high, recharge is too long, accuracy is too low, etc), but honestly, adding another click to a regen set isn't that good of an idea :P
    That's the general problem with presence anyway. The only people who really use it are MMs, and they just get provoke. Very few times have I actually seen anyone go all the way to invoke panic