EvilGeko

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  1. [ QUOTE ]
    The CH needs to be shot in the head, thrown into a shallow unmarked grave and replaced with a full disclosure system. Other than that, i9's a big win.

    [/ QUOTE ]

    Get out my head devil.

    In other words.

    QFT.

    EDIT: I'm loving the responses. People pinning for more pre-nerfed powersets and zones they'll consume in 2 hours. Laughable. They got a great new zone in Issue 8 and complained there was nothing in I8 for them.
  2. [ QUOTE ]
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    You both have good ideas and presentation, but I think I'm going to have to side with Arcanaville on this one. IF the current situation is a problem (I would cast it as a 'sleeper' problem. It could explode into a full blown issue at any moment, but right now, too few regular players exploit it for it to be an issue) then having each buff have the same effect would be the best solution.

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    read how people do STF and you will see the problem. Get 8 /rad controllers and the tf takes 45 minutes. Get a team with no controllers and defenders and you probably can't do the tf at all.

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    That's not a problem with Def buffs/debuffs, that's a problem with the design of the STF. If you reduce the effectiveness of buffs/debuffs, Team 1 just has a harder job and team 2 STILL can't do it. In any case, the only group doing the STF is still team one and nothing has changed, so your "solution" has not solved anything.

    [/ QUOTE ]

    No because the STF has to be designed the way it is to deal with buffer overun.

    So many things in this game are designed they way that they are because of the overpowering nature of buff stacking. Lord Recluse would not need to have those obnoxiously powerful buffs if the devs didn't have to contend with what would happen if you bring 8 Rad Emissions to the table.
  3. [ QUOTE ]
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    You both have good ideas and presentation, but I think I'm going to have to side with Arcanaville on this one. IF the current situation is a problem (I would cast it as a 'sleeper' problem. It could explode into a full blown issue at any moment, but right now, too few regular players exploit it for it to be an issue) then having each buff have the same effect would be the best solution.

    [/ QUOTE ]


    read how people do STF and you will see the problem. Get 8 /rad controllers and the tf takes 45 minutes. Get a team with no controllers and defenders and you probably can't do the tf at all.

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    With virtually no buffs, debuffs, or control, I don't think a team with zero controllers and defenders really has a right to complain the high-end game content wasn't specifically designed for them.

    I think the first time I did it on live, I was the only rad controller. I think I might have been the only rad. We had a kinetics or two, though. And only seven people at the end. And no temp powers.

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    I agree with that, but then those buff, debuff and control should need the other ATs as well, otherwise it's the converse of the situation the buff/debuffers claimed in I3.
  4. [ QUOTE ]
    QR

    OP - Please don't presume to talk for me even if your post was tongue and cheek. I have a 50 regen scrapper and I don't have anywhere close to your arrogance. I have also played with many bad regens who had to be rezzed (yet again) for thinking they can take that alpha strike, I want to make sure folks understand there is a smart way of playing a scrapper and a dumb way. Hint: thinking you're a mindless beast and charging into mobs is the dumb way.

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    Come on, Fury this was just a fun post. While I'm sure the OP had a few serious points, I don't think this merited that harsh a response.

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    And it's pretty clear you haven't played other ATs very much. Your section on what a blaster does (so when have blasters been strictly a ranged AT?...like never) or what defenders and controllers can do is clearly lacking. And personally, I'd rather have an empath than a FF defender. Fort = FF bubbles defense AND provides an accuracy and damage buff. If you had to pick between those two defenders for an regen, you pick an empath not a FF.

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    On the Empath/FF issue. I wouldn't universally go Empath. While Fortitude is generally the better buff, the two little bubbles have the advantage of lasting longer and being able to be applied to a whole group and giving the defender time to blast, adding damage. Additionally, Insulation Shield protects against endurance drain and recovery debuffs which against certain factions is more important to me than more damage.
  5. I normally hate to do this, but I shared my build for Kyll in another post and I thought I would reprint it here.

    REMEMBER THIS IS JUST WHAT I'M DOING, WHICH INCLUDES SEVERAL CONCEPT CHOICES (Hover, Fly, etc.) THAT I DON'T NECESSARILY RECOMMEND OF OTHERS.

    Hero Plan by Mids' Hero Designer 1.153
    http://www.onthejazz.co.uk/hu/mhd.php

    Kyll: Level 50 Mutation Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Acc/Dmg/EndRdx(A), Acc/Dmg(3), Dmg/EndRdx(3), Dmg/Rchg(9), Acc/Dmg/Rchg(31), Dmg/EndRdx/Rchg(31)
    Level 1: Fast Healing -- Heal(A), Heal/Rchg(19), Heal/EndRdx(31), Regen/Rcvry+(42), Rcvry+(43), Regen+(43)
    Level 2: Slice -- HO:Nucle(A), HO:Nucle(5), Dmg/EndRdx(13), Dmg/Rchg(13), Acc/Dmg(40)
    Level 4: Quick Recovery -- EndMod-I(A), EndMod-I(5)
    Level 6: Reconstruction -- Heal(A), Rchg(7), Heal/EndRdx(7), EndRdx/Rchg(11), Heal/Rchg(21), Heal/EndRdx/Rchg(21)
    Level 8: Parry -- HO:Nucle(A), HO:Nucle(9), Def(19), Def/Rchg(23), Rchg+(39)
    Level 10: Dull Pain -- Heal(A), Rchg(11), Heal/EndRdx(25), EndRdx/Rchg(25), Heal/Rchg(46), Heal/EndRdx/Rchg(50)
    Level 12: Hover -- Flight-I(A), Flight-I(37), Flight-I(40)
    Level 14: Fly -- HO:Micro(A), Fly(15), EndRdx(15)
    Level 16: Integration -- Heal(A), Heal/EndRdx(17), Heal/EndRdx/Rchg(17), Heal/Rchg(43)
    Level 18: Whirling Sword -- HO:Nucle(A), HO:Nucle(23), Acc/Dmg/EndRdx(29), Dmg/EndRdx(29), Dmg/Rchg(40)
    Level 20: Build Up -- HO:Membr(A), HO:Membr(36)
    Level 22: Swift -- HO:Micro(A), HO:Micro(37)
    Level 24: Health -- Heal(A), Heal/Rchg(50)
    Level 26: Disembowel -- Acc/Dmg/EndRdx(A), Dmg/EndRdx/Rchg(27), Dmg/Rchg(27), Acc/Dmg/Rchg(34), Dmg/EndRdx(39), Acc/Dmg(39)
    Level 28: Instant Healing -- Heal/Rchg(A), EndRdx/Rchg(46)
    Level 30: Stamina -- EndMod-I(A)
    Level 32: Head Splitter -- HO:Nucle(A), HO:Nucle(33), Acc/Rchg(33), Dmg/Rchg(33), Acc/Dmg/EndRdx(34), Dmg/EndRdx(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Resilience -- ResDam/Def+(A)
    Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
    Level 44: Laser Beam Eyes -- Acc/Dmg/Rchg(A), Acc/EndRdx/Rchg(45), Dmg/Rchg(45), Dmg/EndRdx(45), Acc/Dmg(46)
    Level 47: Energy Torrent -- Acc/Dmg/EndRdx(A), Acc/Dmg(48), Dmg/EndRdx(48), Dmg/Rng(48), Dmg/Rchg(50)
    Level 49: Moment of Glory -- HO:Membr(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Stlth(A), Run-I(37)
    Level 1: Critical Hit
    Level 2: Rest -- RechRdx-I(A)


    +3% Defense
    +2.25% Max Endurance
    +32% Enhancement(Accuracy)
    +20% Enhancement(Heal)
    +40% Enhancement(RechargeTime)
    +110.5 (8.25%) HitPoints
    +MezResist(Immobilize) (Mag 7.15%)
    +MezResist(Terrorized) (Mag 4.4%)
    +2.5% Recovery
    +96% Regeneration
    +4.1% Resistance(Fire)
    +4.1% Resistance(Cold)
    +9.38% Resistance(Negative)
    +2.52% Resistance(Toxic)
    +7.52% Resistance(Psionic)
  6. [ QUOTE ]

    I have it 6 slotted with Defense and Damage Resist mostly. A BIG help is that I also have about +15% health from Accolades and Enhancement Sets. That's +15% more health after MoG, which is pretty damn substantial.


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    MoG provides 71.25% Resistance to all but Psi. Adding more than one resistance enhancer takes you well over the Scrapper/Stalker cap of 75%.

    Likewise MoG has a defense of 71.25% which reduces the to-hit of all mobs up to +5s to the cap of 5% without additional slotting.

    Usually, just sticking with the base slot is fine for MoG.
  7. [ QUOTE ]
    I already asked this in a mog thread but I'd like to get EGs opinion and have it on file here with the wonderful guide we have above.... Since its not possible to get quite large psi/toxic resist and even psi defense does MOG now become a much more useful power for more regens.

    [/ QUOTE ]

    The toxic resist on MoG is the same as the other resists. The toxic problem is that there is no such thing as toxic defense so they just leave that as a hole.

    As for Psi, honestly, that's not my biggest problem with MoG. It's the three minutes with no healing. MoG should have never been changed to track the I3 changes to Unstoppable. It should have it's own unique duration/recharge and it shouldn't have an ending crash.

    If MoG only had it's initial crash and a 60 second duration; 333 second recond recharge I would like it a lot better.
  8. OK, I voted, but while I'm all for brand new powersets, what is the big objection to porting over sets that already sit in multiple ATs?

    OK you want to leave something unique, but what's the harm in porting over Fire Melee/Armor to Scrappers or Ice or Stone. Likewise, why can't a tank learn Martial Arts?

    Finally, let me add my name to the chorus that would gladly pay $50 for a significant expansion that was this fall and had a lot of new stuff for everyone: powersets, costumes, loot, story, etc.
  9. [ QUOTE ]
    AS a new player to COH I'm stumped that a defence power is at the top of Regen, one that actualy takes away the whole focus of regen while in use, personaly a nicer REZ would fit better (move up current) and slot a power such as +regen other for 30 secs toggle lower down, with long recharge?
    A small -regen AOE, an AOE to share our regen (lowering us, raising others), heck anything Regen based!!!
    Regen seems awesome without this power, maybe we need some sort of skill to share our gift instead of another making us stronger?
    I dont think Defence should be a major part of Regen.

    [/ QUOTE ]

    Think of MoG like the gamble it is.

    I literally only use MoG if I can end a fight in 30 seconds. And once I hit it, I try very hard to do so.

    Occassionally, because I like to know what I'm whining about, I use MoG instead of my inspirations. And I will say that I have had good experiences with it recently in these circumstances:

    Big mob (Hard Boss, EB, AV) nearly dead and Dull Pain is down. Or, when I get swarmed by a lot of mobs and need a VERY quick boost.

    The latter condition is very rare. But sometimes that Scrapperlock has me charging into a room and you know! But even then, if I don't think I can finish the fight in 30 seconds, I either don't hit it, or hit it take down a couple and then run.
  10. [ QUOTE ]
    Heh, you're the one who went to a restaurant named after an IO Set.

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    Good point.
  11. [ QUOTE ]
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    Remember though that my Doc Wounds is giving me a 15% recharge boost from IH, and the heals. Also, I found that too much recharge was breaking up the fluidity of my chain.

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    I'm curious, do you use Hasten with your Doctored setup?

    One reason I'm leaning more towards Numina for +regen is because I've been away from the game a long time and I still miss Instant Healing as a toggle. I'm trying to recapture that a bit by maxing my Regen as much as I can... I don't have Reconstruction, I use Instant Healing as my emergency heal and rely on passive Regen to keep me alive otherwise.

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    Honestly, those days are gone. Numina's helps and I do use the set in Health, Fast Healing and Integration for the +regen.

    To answer your other question I do use Hasten.
  12. [ QUOTE ]

    My request is that as everyone makes new guides and updates their old ones, can you please take care to discuss builds with IOs and without IOs.



    Lewis

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    NEVER! The EvilGeko's guide will always incorporate the new technology!
  13. [ QUOTE ]
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    Thanks EG. So if the +healing improves integration, what about the +regen?

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    OK, I know this is confusing, but the +regen IOs and set bonuses add a regen buff. They are like a separate power.

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    So Integration is a Heal and Fast Healing/Health is a Regen? That seems a little odd to me, I've always assumed Integration was a +Regen. Thanks for the info though, that makes the Improved Heal a little more attractive to shoot for. I wouldn't bother if it was just for Dull Pain.

    [/ QUOTE ]

    For the purpose of the +heal, they're all heals.

    The +regen is a buff to the character's regen rate. The +heals are a buff to the character's healing and regen powers. I realized I wasn't complete in my post above and it's been edited to reflect everything the +heal helps in the Regen set. It also helps Health, but I didn't add that because it's not in the Regen set.
  14. [ QUOTE ]
    Thanks EG. So if the +healing improves integration, what about the +regen?

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    OK, I know this is confusing, but the +regen IOs and set bonuses add a regen buff. They are like a separate power.
  15. [ QUOTE ]
    I think there is something about IO's and regen that confuses me, but I'm not sure what it is. (How is that for confused?)

    Bonuses you can get from IO's:
    + maximum health
    + regeneration
    + healing

    I think what I'm confused about is the difference between regen and healing. They are distinct game mechanics, but the ideas are mixed up in my mind. When I turn on Integration, that boosts my regen rate? But when I click reconstruction, that's healing, right? But some things are unenhanceable, or only partly enhanceable, I think.

    Doctored Wounds, for example, has a set bonus of improving your healing. Does that affect integration, or dull pain, or reconstruction, or all of the above, or none of the above?

    [/ QUOTE ]

    The +healing improves Dull Pain, Fast Healing, Instant Healing and Integration. It's like having a global healing enhancer of 4% to all your healing powers.

    Reconstruction is an exception. Reconstruction cannot be buffed or debuffed beyond your normal enhancers.
  16. [ QUOTE ]
    But the capped rch vs capped acc question is up the in air still for me, since with the +tohit bonuses I'll pick up from Scirocco's Dervish and the def procs and such, will I need capped accuracy? I already have FA and tactics, which I'll keep for the perception.


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    I've found that I actually don't like having more than 66% recharge with Hasten. So with the +recharge boosts I'm getting from various places I'm trying to keep my recharge reduction in attack around 40%.
  17. [ QUOTE ]
    Combo slotting #1: 3 acc/dam HOs; Crushing Impact dam/end/rch, dam/end, dam/rch
    acc: +95% [reduced by ED from 99.9%]
    dam: +106.1% [reduced by ED from +174.1%]
    end: +47.7%
    rch: +47.7%
    total: 296.5%
    Set bonuses:
    immob resistance +2.2%
    max health +1.125%

    This attempt to mix HOs with a set is embarrassingly bad. It's only 52.1% better than SO baseline, slightly better than a full Mako's Bite set (not counting set bonuses and procs, which makes Mako's better than this), but worse than the other set options we've examined.


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    Interesting. I think the issue here is using that third Nucleolus. The slotting I'm looking at is either:

    Two Nucleolus; Mako's Bite: Dmg/End, Dmg/Rech, Acc/Rech/End, Mako's proc

    or

    Two Nucleolus; Mako's Bite: Dmg/End, Dmg/Rech, Acc/Rech/End, Dmg/Acc/Rech/End

    The first gets you the following:

    Damage 99%
    Accuracy 84%
    Recharge/Endurance 48%

    IO bonuses: Chance for Lethal; Immobilize resist; Max Health 1.5%, Damage 3%

    Replacing the proc ups the Accuracy to 99% and the Recharge/Endurance to 66%.
  18. [ QUOTE ]
    Or you could find a SG/VG that doesn't hastle it's members about such things. Hmm...I wonder where you could find a group like that.



    [/ QUOTE ]

    Let me know when you find one. Our SG/VG leader is ebil. If we don't bring in the goods she beats us.

    That we enjoy the beatings isn't particularly material, but I guess I should mention it.
  19. Darn it, as much as I proofread, there's still a typo in here.

    Quick Recovery is a 30% recovery buff, not 33%.
  20. [ QUOTE ]
    A couple things about the final IO setups. For the click heals, you advise all of Doctored Wounds, which is certainly not a bad setup by any means. However, on my MA/Regen, I was actually planning on 5-slotting the heals - Numina Heal/End, Numina End/Rch, Numina Heal/Rch, Numina Heal/End/Rch, and Doctored Wounds Heal/Rch. After ED, this ends up being about 1% weaker for heal and recharge than the full Doctored Wounds set, and for set bonuses you're trading +5% Recharge, +1.26% Fire/Cold/Toxic/Psionic resist, and 2.2% Fear resist for +12% Regen, +1.88% HP, +2% Heal, and an extra slot to put somewhere else.

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    The big reason I go with Doc Wounds is that the recharge reduction and resists are just a bit more valuable to me. The recharge boost helps not only your heals, but your attacks. That's very valuable to a BS Scrapper IMO. The +heal isn't as easy to leverage because Reconstruction doesn't benefit from set +heals, but it does benefit from recharge set bonuses. The resists, ever so slightly help with burst, but they aren't the biggest benefit.

    Nothing wrong with the slotting you selected, the great thing about Inventions is that there isn't a 'right' answer that's always going to be right.

    [ QUOTE ]
    As for the single target attacks, that's almost exactly the slotting I was planning, but I was using the Dam/Acc/End/Rech Mako's Bite instead of the Dam/End one. About 8% weaker EndRedux and about 1% weaker damage, but about +10% better Acc and almost +20% better Recharge.

    [/ QUOTE ]

    Remember though that my Doc Wounds is giving me a 15% recharge boost from IH, and the heals. Also, I found that too much recharge was breaking up the fluidity of my chain.

    Again, a preference to be sure.
  21. [ QUOTE ]
    Geko,

    You recommend four damage SOs at 12-21 level for a few powers. Was this intentional? The reason I ask is that I thought the 4th enhancement is severely diminished in its percentage of enhancement due to ED. Usually I avoid putting more than 3 enhancements on antyhing.

    Sir Kenneth

    [/ QUOTE ]

    Those are the pre-SO levels. Four DOs or 20 and under IOs don't trigger ED heavily.
  22. [ QUOTE ]

    can you get the set bonuses from the SAME set to stack?

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    Yes, up to five times.

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    I mentioned this also because I see Mako's bite reccomended a lot for almost every melee dmg power, and btw, why'd you suggest Sirroco's Dervish for HS?

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    Headsplitter is a melee cone attack and takes PBAoE set enhancers. This also applies to Golden Dragonfly, Cleave and Shatter.
  23. [ QUOTE ]
    Interesting guide, but perhaps you could add your total set bonuses from IO Sets.

    [/ QUOTE ]

    The reason I didn't do this was because I steadfastly refuse to tell people EXACTLY how to build their character. Like I said in the introduction, there's no way to actually meet all my slotting recommendations.

    I really like when guides don't just hand hold someone from 1-50. There should be some choices in there for the player to make. I want to create min-maxers, not FOTM followers.

    Give a man a build, and he'll have one good character, teach a man to build and he'll be 1337!
  24. [u]RECOMMENDED POOLS FOR A BS/REGEN SCRAPPER[u]

    FITNESS

    There is some thought that now that Instant Healing is a click and we have the endurance reduction that Stamina is not needed. That’s correct, Stamina is not needed. However it is still one of the most useful powers in the game. Also there is this view that you have to “waste” two powers to get to Stamina. That’s hogwash. Every power in the Fitness pool is inherent and additionally, they provide boosts that aid a Scrapper in doing their job. Health is no longer a negligible amount of regeneration. That boost helps and if you take Health, you could even three slot it. Swift and Hurdle make you more maneuverable without managing toggles.

    I see no other convincing alternatives in the pools to Fitness. This is especially so since Inventions gives very good bonuses to slot into the passive movement powers. Health doesn’t benefit a Regen as much as other characters because you have Fast Healing to hold the unique Healing IOs. But it’s still able to do some interesting things.

    For example, instead of slotting it with two-three heals, try slotting it with two of Numina’s Convalescence. This gives you a nice regen boost that’s better than three SOs in Health!!

    VERTICAL TRAVEL POWER

    I’m a Flier, but Leaping is a fine set that is superior in many ways. Especially with Combat Jumping being a very cheap way to get some defense set bonuses. But this is one place I’m not willing to sacrifice my concept.

    My experience with Teleport on my Warshade suggests to me that it’s not really worth it unless you have a concept that requires it. That said take whatever vertical you like. It’s not a deal breaker.

    SPEED

    Hasten is an optional power now, with it no longer being perma. However, even more so that previously, it’s a very good power to take. It stacks well with the other recharge boosts you’ll hopefully be getting from inventions and so I suggest picking it up. Superspeed is a fine travel power that I would select for its stealth effect alone, especially now that the Stealth IOs stack with it for true invisibility.

    CONCEALMENT

    I previously recommended the Concealment Pool. I no longer do. The concealment pools has been basically replaced by the Stealth IOs. You could perhaps take it until getting a Stealth IO, but the superspeed is better for that. For PvPers though, Stealth and the Stealth IOs meld into true invis which is VERY nice since villains are not as blessed with +perception as heroes are.

    FIGHTING

    The Fighting pool could be selected for Tough. Tough fully slotted with give you about 17.55% Smashing, Lethal resists. With a well slotted Resilience you could wind up with 26% Smashing, Lethal resists. The problem is that I can’t find any place this really makes a difference. Against AVs it’s still not enough. In large groups if things are really going bad, you can back off and hit IH, Recon, or MoG.

    IMO, Tough just doesn’t have the benefit to justify two power selections. Weave has been destroyed. It’s not worth the power selection with its 3.75% base. Skip it even if you get the Fighting pool.

    Please note that this is specifically for BS (and Katana) Scrappers. With Parry, BS and Katana Scrappers have a very good mitigation tool already. Tough would just be adding extra uberness to that.

    Also, the resist/defense set bonuses are available in other ways and I can’t see any reason from inventions for a BS/Regen to take it. Fighting is great if you want a max defense build, but that’s hardly necessary for a strong character.

    LEADERSHIP

    It’s all about the PvP here folks. Assault gives you a bit of damage, Maneuvers a bit of defense, but the real prize here is Tactics and it’s +perception. Vengeance will also be HIGHLY annoying to those naughty villains in Siren’s call (unless they have it too! )

    One thing to note, is that the Leadership pool, doesn’t gain a lot from Inventions. Assault and Tactics take no sets at all, and there are better options than Maneuvers for defense. Vengeance takes a lot of sets, but few are tailored to it specifically, that you don’t already have.

    Any comments or questions, please PM.

    LEGEND for the Happy Fun Index:

    <-- A power I love; the more the better
    <---- A power I like; the more the better
    <----- A power I don't like; the more the worse
    <--- A disappointing power; the more the worse
    ------------------------------------------------------------------------