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Posts
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Joined
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With regard to the lawyer comment being frivilous, this could actually be adressed by the tool of a class action law suit. If you screw over 100,000 people for an average of $7.00 apiece, the total amoiunt of money at issue plus possible penaly damages becomes meaningful.
I have not yet entered my request for a refund, but intend to. I purchased one to try and then ten more after I saw how well they worked. When I soon learned that a nerf was possible, I left that 10 count purchase untouched pending the "fix," if any. Now that the purchased Procs are no longer desirable, and indeed inferior to the regular and easily obtained IO, I certainly feel cheated.
I think a more apt comparison would be if I had purchased a 30 piece costume bundle and the company, ex post facto and without any compensation, simply deleted half the pieces and said they were causing some problem that could not be resolved. Either situation is an abuse of the paying customer unworthy of an honest company, and may in fact actually be illegal under United States Consumer Protection Laws, where this company is in main located.
To be less wordy - this sucks.
Jak -
Finished leveling Rocky this morning. Revised the build to correct low Accuracy.
Powers were re-ordered and Weave taken much earlier. A LotG set replaces the Shield Wall in Weave granting a 9% Accy set bonus. The loss of the Shield Wall 3% Resist Unique should not be significant on a Granite Tank with the Super MotT 6.7% Proc. The MotT Proc is moved to Midnight Grasp for a guaranted Proc base recharge situation, in an ST power with the best ST Accuracy on the build.
With the 5th LotG 7.5% Recharge now in Weave, Stealth was stripped its LotG slot and that slot added to Weave for a Kismet 6% To-Hit. The two slot Gaussian's in Focused Accuracy was redone to provide some +To-Hit enhancement with less Endurance reduction, and Mud Pots was changed to a 4 slot Scirroco's for a 2nd added 9% Accy set bonus, at the expense of some Endurance Reduction and Damage, but gaining a Damage Proc. More boosters were added to assist endurance reduction. Set bonus Accy is up 18% from 7% to 25%. Focused adds 20% Accy and now 6% To-Hit combined with the Kismet for 12% total. This should allow reliable 95% hit chance even vs. +4. The 125.5% of Set Speed Boosts is unaffected by the changes, and no new Speed Boost opportunities that made any sense were found.
Did the respec and have it about 25% slotted so far.
Revised Build -
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I decided to turn a Stone Tank I had started and abandoned into a max Speed in Granite experiment. I added the build and a brief discussion to the old GrudgeRockhorn Speedy Guide thread here -
http://boards.cityofheroes.com/showthread.php?t=119607
Mids says it will run 33.3 MPH in Granite.
The build requires that Incarnate Powers (Alpha Agility T4 Radial) be turned on and has many +5 Enhancement Boosters so it may not load correctly and give the right numbers.
Jak -
In light of all the added features since this was last an active thread, I thought I would add a few additional speed tips and tricks to this discussion.
It is now most slot efficient to slot Swift with two Level 50 IO's and apply five enhancement boosters for a +5 53% total to the first one and at least 2 more boosters to the second. +5+2 gives 94.75%. I used +5+5 giving 95.9%, excluding Alpha.
With the advent of Alpha slots, there are several that give either a Run Speed enhancment or a Movement Speed enhancment to all powers that can accept them. I used a T4 Radial Agility 33% Endurance Mod, 33% Recharge, 20% Defense Buff and 33% Movement Speed, to give a 33% Movement boost, 2/3 rd's of which ignores the ED cap. Total enhancement in Swift with Alpha = 119.55%. Net run speed boost in Swift is 76.84% per current MIDS. The Agility T4 Radial is also boosting my Jump Speed and Height in both Hurdle and Sprint, and Fly Speed in Swift. If using my Raptor pack I show I will be at the old pre-Afterburner Fly Speed Hard Cap of 58.6 MPH even ignoring the added Sets that also grant Movement Speed bonuses. Note: The build discussed is not live yet, but my other Stone Tank that uses both these same two techniques is working exactly as current MIDS predicts. That Tank is built primarily for Damage and Global Recharge and only runs 20.2 MPH in Granite.
I have 125.5% combined Movement Speed Set bonuses, and either Multi Bonus Run Speed bonuses or flat Single Run Speed Set Bonuses. Using the combination of the two percentages, as was being done in the prior posts, I have a total boost of 202.34% (125.5+76.84) and MIDS predicts running 33.2 MPH [EDIT: sometimes 33.3 MPH ??] in Granite. More Set tricks later - shutting down due to two tornados on the ground, and other weather emergencies in Dallas - Ft Worth. OK, Back. Have lost track of the total number of touchdowns around DFW, 5 or 6 and maybe more. Bad day in Texas.
I did not see a real clear discussion of the Rule of 5 confusion that may occur when maximizing Run Speed. 5% and other boosts come in three flavors and NOT all are mutually interactive for the Rule of 5. In MIDS the multi bonuses sometimes show, on mouse over, as
A) 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight (RFJJ) Examples: Kinetic Combat - This appears to be three seperate bonuses.
and sometimes show as
B) 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed (JJFR) Examples: Performance Shifter, Gaussian's, Force Feedback - This seems to be the Movement Speed type.
The 2 Kinetic Combats in the build interact with the stand alone 5% Run Speed in Aegis to hit the Rule of 5 according to MIDS. I infer that that Set is granting 4 seperate boosts (Three in the WIKI,) and not the boost known in game as Movement. Attempting to add a 3rd Kinetic Combat set to Midnight Grasp gives no added Run Speed. The listing for that set in the WIKI lists three seperate boosts, Run Speed, Flight Speed and Jumping.
The Sets shown in B Do Not interact with Kinetic Combat or the single 5% RunSpeed boosts in Aegis. So I am able to slot two Perf. Shifter, two Gaussians and the 5% Force Feedback is in KICK not Boxing. Once again touching but not exceeding the Rule of 5. So I have a total of 10 assorted 5% Run Speed Boosts.
Similar Multiple Single Boost sets vs. Single Run Speed Boost Granting sets and Movement Speed boost sets occur at 4%. etc.
Thus I have 4 Regenerative Tissue 4% RunSpeed and a 4% RunSpeed in a Multi from Thunderstrike, and also have 3 Siphon Insight 2 slots that appear to be Movement Speed and that do not conflict. MIDS treats all of them as working. Once again the WIKI pages list the bonuses differently as Movement or as 3 seperate bonuses. I have a total of 8 assorted 4% bonuses.
My points in belaboring all this are:
A) Don't assume once you have 5 of a particular % bonus that you are cut off.
B) Examine every possible set type in each power for possible Run or Movement Speed buffs, and try to stay alert for the way MIDS differentiates Movement Speed (JJFR) vs. Multiple Descrete bonus (RFJJ) sets.
C) When forced to take waste powers, like Kick/Boxing, look at all of them. Taking Kick not only netted 2% more raw enhancement, It used a Movement Speed coded set and avoided conflict with Aegis and Kin Com.
D) Do the same kind of search of every slottable set type all for you regular powers too. An Attack set with Knockback could slot more Force Feedback two slots, just as I did with certain Dark Melee Attacks when I slotted two Siphon Insight.
A final trick is to go ahead and slot up your Teleport with 3 Winters Gift for the 6% bonus. That is a one time only thing since you can't slot more than one Winter's Gift Unique.
The build makes free use of Enhancement Boosters to help cover the deficiencies of devoting so many resources to Run Speed. IT does manage to have 47.5% Global Recharge from 5 LotG and the new Might of the Tanker set. It has the usual 5 GotA 7.5% Run Speed of course. It is designed as a Granite only, but with all the various set bonuses it is suprisingly tough defensively with Rock-Crystal-Minerals-Maneuvers. Stealth is used for a bit of emergency Def. and for Incrnate level Def., and a Stealth Proc. in a Prestige Sprint are available to speed with Mud Pots off. No Recall Friend so you need Assemble the Team for speed teaming. I have no experience with Dark Melee and adapted this build from the power choices and also some of the slotting from an Iggy Kamakaze example build I had saved. Always steal from the best. Rocky is level 49 from DXP weekend PLing and I'll be putting this together soon. Global Accuracy and Recharge could be boosted with the sacrifice of just a few % Run by slipping a pair of Purples into Laser Beam Eyes and Smite or whatever.
[EDIT: Turn on Acclolades and especially Incarnate Powers for the Alpha. The Enhancement Boosters may not load correctly. Just +5 both Run Speed in Swift for the Run Speed to show correctly.
Jak
[2nd Edit] The revised Build with improved Accuracy and same speed.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Rocky Basalto, Granite Racer B 4-4-12: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResDam/Def+:30(A)
Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(5), KntkC'bat-Knock%:20(7)
Level 2: Earth's Embrace -- RgnTis-Heal/Rchg:30(A), Heal-I:50(3), RgnTis-Heal/EndRdx/Rchg:30(9), Aegis-ResDam/Rchg:50(9), Aegis-EndRdx/Rchg:50(11)
Level 4: Rock Armor -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(7)
Level 6: Mud Pots -- Sciroc-Acc/Dmg:50(A), Sciroc-Dam%:30(15), Sciroc-Dmg/EndRdx:50(15), Sciroc-Acc/Dmg/EndRdx:50(17)
Level 8: Rooted -- Numna-Heal/EndRdx/Rchg:50(A), RgnTis-Heal/EndRdx/Rchg:30(11), RgnTis-Heal/EndRdx:30(13), Numna-Heal/EndRdx:50(17)
Level 10: Taunt -- Mocking-Rchg:50(A)
Level 12: Shadow Maul -- SMotTanker-Acc/Dmg/Rchg:50(A), SMotTanker-Dmg/EndRdx/Rchg:50(21), SMotTanker-Dmg/Rchg:50(21), SMotTanker-Acc/Dmg:50(23), SipInsght-Acc/EndRdx/Rchg:50(37), SipInsght-ToHitDeb/EndRdx/Rchg:50(37)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng:50(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(25), Winter-ResSlow:10(31)
Level 16: Siphon Life -- RgnTis-Heal/Rchg:30(A), RgnTis-Heal/EndRdx/Rchg:30(27), SipInsght-Acc/Rchg:50(29), SipInsght-Acc/ToHitDeb:50(29), Numna-Heal/Rchg:50(31), Numna-Heal/EndRdx/Rchg:50(31)
Level 18: Crystal Armor -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(19)
Level 20: Kick -- FrcFbk-Acc/KB:50(A), FrcFbk-Dmg/KB:50(23)
Level 22: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(25)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(33), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Def:50(34), Ksmt-ToHit+:10(50)
Level 26: Minerals -- GftotA-Run+:40(A)
Level 28: Soul Drain -- Erad-Acc/Dmg/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(34), Erad-Acc/Rchg:30(36), GSFC-Rchg/EndRdx:50(36), GSFC-ToHit/Rchg/EndRdx:50(37)
Level 30: Maneuvers -- LkGmblr-Rchg+:50(A), GftotA-Run+:40(33)
Level 32: Granite Armor -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def:50(43), Aegis-ResDam/EndRdx:50(43), Aegis-ResDam/EndRdx/Rchg:50(43), Aegis-ResDam:50(45)
Level 35: Smite -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), KntkC'bat-Knock%:20(42)
Level 38: Midnight Grasp -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg:50(40), SipInsght-Acc/Rchg:50(40), SipInsght-Acc/EndRdx/Rchg:50(40), SMotTanker-Rchg/Res%:50(45)
Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx:50(A), GSFC-Rchg/EndRdx:50(42)
Level 44: Physical Perfection -- P'Shift-End%:21(A), P'Shift-EndMod:50(45)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(48), Thundr-Acc/Dmg/Rchg:50(48), Thundr-Acc/Dmg/EndRdx:30(48), Thundr-Dmg/EndRdx/Rchg:50(50), Achilles-ResDeb%:10(50)
Level 49: Stealth -- GftotA-Run+:40(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Radial Paragon
Level 0: Raptor Pack
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A), Run-I:50(13)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(19), Numna-Heal:50(46), RgnTis-Heal/EndRdx:30(46), RgnTis-Regen+:30(46)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(34)
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Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 6.75% Defense(Melee)
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 5.81% Defense(Ranged)
- 4.56% Defense(AoE)
- 1.8% Max End
- 25% Enhancement(Accuracy)
- 47.5% Enhancement(RechargeTime)
- 57% FlySpeed
- 210.8 HP (11.25%) HitPoints
- 57% JumpHeight
- 57% JumpSpeed
- MezResist(Immobilize) 7.7%
- 2% (0.03 End/sec) Recovery
- 66% (5.15 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% Resistance(Cold)
- 3.13% Resistance(Negative)
- 125.5% RunSpeed
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The Original Build
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Rocky Basalto, Granite Racer 4-2-12: Level 50 Technology Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Dark Melee
Power Pool: Teleportation
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Energy Mastery
125.5% RunSpeed
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I was laughing so hard and sounded so choked my wife said "Are you OK?" Then I showed it to her. She WANTS the Vanity Pet.
G. J.
and thanks all.
Jak -
I just go with a rule of thumb developed from play, and shoot for 170%+ or better, so I can be reasonably sure of hitting up to +4 Bosses, even if slightly DeBuffed.
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Well I suppose that it may be nitpicking, but the relevant part of the listing you link reads:
"90 sec. Endurance, Recharge Rate and Debuff Resistance buff for all allies in a 60 feet PBAoE radius."
There is NO '90 sec Endurance buff', as that implies something that expires such as a temporary increase of some sort to the Max Endurance of all affected, if we use standard game terminology. The only other thing we might infer is that the listing actually means +Recovery, which would also be an error.
The Power does provide a single infusion of Endurance, generally referenced as +Endurance. That line in the Chart, at the other regular WIKI page people might consult, is available but Not checked. Of couse as we both agree, the listing on the specific power page you link, for the Recharge Rate Buff and the Debuff Resistance Buff, at least make some sense, just having incorrect times. But I would suggest that showing a T4 Incarnate power with multiple net times of Only 90 sec. is a pretty serious 'wrong', and that specific power page does rise to the standard of just plain wrong.
Here is the Chart I mentioned -http://wiki.cohtitan.com/wiki/Destiny_Slot_Abilities
That chart not only repeats the wrong duration, it fails to show the +Endurance for the T4 even with the line available, and also fails to show the +Recharge Rate Buff at all, and is in fact the page I had in mind when saying the WIKI showed this power wrong. I think that, for that one power only, the description just plain wrong is fair.
However, upon reflection, THANK GOODNESS that there are unpaid selfless VOLUNTEERS who make the WIKI pages. If carping so strongly about one error in such a huge project as cataloging a whole new class of powers offended anyone, I Humbly Apologise.
I always forget the Red Tomax guide. There is another 'Thank Goodness', since they keep updating it, even though Red seems gone now.
Jak -
I use the the T4 Ageless Radial on my main, a Stone Tank.
Destiny Ageless Radial Epiphany - [NOTE: The Destiny Ageless Radial Epiphany power is shown WRONG in the WIKI and in the only Forum Guide I could find. The Debuff resistance boosts are not shown and the total buff time is listed at 90 seconds.] EDIT- original Note, kept for continuity and replaced below. See my apology for this version in a following post.
Destiny Ageless Radial Epiphany - EDIT: The Note section is rewritten for clarity and to correct errors [NOTE: The Destiny Ageless Radial Epiphany power is shown Wrong on both the WIKI pages and in the only Forum Guide I could find. The Debuff Resistance boosts and all the other buff times are listed at 90 seconds. The chart at Destiny Slot Abilities does not show the +Endurance or the Global Recharge Buff. The specific power page shows 90 sec. Endurance, which makes no sense.]
All below is from confirmed in game testing.
It gives a one shot 100% +Endurance bar refill on each activation.
It gives a full 2 minute Global Recharge bonus as follows -
70% for the first 10 sec, dropping to
30% for the next 20 sec,
20% for the next 30 sec, and a
10% lingering boost for the final minute.
That is a weighted average of 20.83% for the whole 2 minutes if my sadly deteriorated math skills worked.
Finally, it also gives ALL DeBuff Resistances (Regen, Recovery, ToHit, Recharge time, and Defense - as shown in the Combat Info Section) an
85% boost for 30 seconds, dropping to a
42.5% boost for the next 30 sec., and a lingering
21.25% boost for the final minute.
I am a Stone Tank looking for max survivability.
This Hard Caps my existing DDR for a full minute. DDR never drops below 81.8 % with Rooted and this buff both going. With my overcapped Defense and this boost, I sneer at any possible group of Cimerorans for example. Note that in actual play, since I often spam this power for the constant Recharge help to Granite, I almost never have to activate Rooted for DDR anymore. Because I also have a Winter's Gift global my slow resist can be kept at 41.25 % or higher full time and can be Hard Capped for 30 sec.
Another advantage of this Destiny is that almost nobody else uses it, so it provides help that is unique on teams and leagues.
Hope that helps you decide.
Jak -
Well there are two versions of the MotT Proc and they have two different Proc rates. So the guaranteed proc base recharge number of a single target attack varies depending on whether you have a regular or a superior version slotted. At least the Gauntlet bug is fixed so ST attacks are no longer penalized as 5 target AoE's.
Also I would not let being obsessed with having a guaranteed Proc obscure the utility of putting this in your Bruising power. You are going to be firing that power a lot, in both AoE mode (vs. your Boss or LT target) and ST attack chains if you want to max you DPS. I have a Superior MotT in Scorch and I find it is double stacked and sometimes triple stacked with no special attention and I can force the triple stack any time I want by just slipping in a few extra activations.
Hmmm, after looking at the Dark Melee set, which I have not played yet, I guess you are not going to be using your Brusing power as much as I do, so a guaranteed proc is probably the way to go.
Jak -
-
One thing no one has mentioned is that the Radial T4 recharges in 10 minutes. The T4 Core takes 15 Min to recharge.
So in a 35 min span you can have the T4 Core twice or the T4 Radial 3 times. If you have a high personal DPS, then 15 minutes of the right kind of buff may be better overall that an LT.
But the T4 Radial Boss only lasts for 3 min and 20 seconds. So you only get the Boss for a total of 10 min either way. My experience running solo is that in most of the fights where I need or want Lore help the LT class pet gets burned down very quickly, and a lot of fights are over in less than 3 minutes, so I tend to take a T4 Radial as my everyday Lore slot.
Just an alternative idea.
Jak -
Other ideas.
Leadership pool - Assault for a small damage boost to all powers. that pool also has Manuevers for a defense boost.
At Incarnate levels - T4 Musculature can do some serious good if your build can spare the benefits of the more well rounded Alphas.
Unless you are constrained by budget, Full Sets, and plenty of them, ALWAYS trump Frankenslotting. There are only a very few specific powers where that is not true, in my experience. If Frankenslotting at least use 2 or 3 form a single set to get some bonuses. -
Your original post mentioned using Boosters. The Kin Combat set, capped at 35 and afflicted with Accuracy Cancer certainly cries out for that. The following numbers exclude any Global or Incarnate bonuses.
Assuming a 4 slot with no Knockdown proc you get the following with all 4 Kin Combat max boosted to +5.
Acc - 28.67%
Damage - 96.34 %
Endurance - 51.61%
Recharge - 51.61%
In this scenario you are only really looking for Accuracy and perhaps Endurance and Recharge, depending on the Attack's End Cost and frequency in your chain.
Your 5th slot options might include -
A single Lvl 50 Accy IO as already mentioned. Even with no boosters that gives 70.96% Acc. Boosted you reach 80.5%, the highest Acc in this list, but still providing a final Acc total of only 160.8% (see below.)
Dual Aspect -
A level 25 Bonesnap Accuracy/Recharge +5 would increase Acc to 53.6% and Recharge to 75.95%.
Brute or Tank - Any Lvl 50 Accuracy/Recharge Taunt Set IO+5 Acc-61.8 Rchg-83.26
A Hecatomb Acc/Rchg +5 is possible, one time, but really a bad idea. I would say that it should be reserved for use with the full set. It would boost Acc to 70.07% and Rchg to 90.11%.
Triples -
Focused Smite Lvl 40 Acc/End/Rchg +5 Acc-52.8 End-75.16 Rchg-75.16
Mako's Bite Acc/End/Rchg at Lvl 50 with no boosters gives just under the numbers of the max boosted Lvl 40. If given the +5 treatment too, it give Acc-55.17 End-77.3 Rchg-77.3
Quads-
Your already have Red Level ED Damage if you +5 the set, so a Quad would just be wasteful. Quads are generraly inefficient to use Boosters on anyway, imo.
Be sure to look at the secondary effects boosting Sets of whatever attack you are boosting. A stun set or knockback set may be a better choice for Accy combined with a effect booster. It appears all Brute attacks have access to the Level 50 taunt sets and the level 50 Accuracy/Recharge enhancement there is a much better choice than the Bonesnap.
Finally to move away from a shotgun boosted Kin Combat to a budget approach, I would probably do the following. I would boost the Kin Com Acc/Dam only. After that, in every case Boosting the Lvl 50 IO in the 5th slot will always be MUCH better than boosting any of the other Level 35's.
+5 the Accuracy/Damage only, yeilding Acc-28.67 Dam-90.03 End-41.29 Rchg-41.29 for the set IO's.
Then-
A single Acc IO with no boost would still be at Acc-70.96%, +5 80.5% as above.
Any level 50 Acc/Dam Double will give good results. 61.8% Acc if +5, 55.17% if unboosted.
If it was me, I am a recharge lover, so I would go a Acc/Dam/Rchg triple. Prefferably +5. Acc-55.17 and a total Acc of 140.7 (see below)
Your Global Accuracy boost, at only 18% from two 9% LotG sets, is low for an IO build intended to play with +4 opponents. I like to see a final total Accy of 170% or better, as shown in the Power info box at the lower left in MIDS. Right click the power to lock the window, click the unlock in the window to look at other powers, of just right click a different power to change the locked power.
The power itself shows only the enhancement portion of your total Acc when you hover over it. Any global boosts, and the base 75% Acc (most Attacks have a 75% base Acc, your Crushing Uppercut only has a bonus of base 90,) are summed in the Power Info box.
Duplicating your listed sets plus the Kismet shows only a 140.3% Final Acc with a +5 to the Kin Com Acc/Dam and an unboosted lvl 50 Double Acc/Dam Crushing Impact in the 5th slot. Even boosting the Crushing to +5 only gets to 145.6% total.
Consider putting an Obliteration or Scirroc's in Lightning Field for another 9%. Adjusted Targeting in Combat readiness could also give 9%. Positron's in Spinning strike could also give a 9%. Do not exceed Five 9% boosts total from all sources, as the 'Rule of 5' prevents more than 5 boosts with the same name from working. A 9% Boost #6 would be wasted. If you can fit in a Crushing Impact set that would give a +7% Boost. ExplorE Mids for other set options. Accuracy boosts generally happen at the 4th or 5th slot in a set that grants one. You probably want about 40+% global Accuracy to play with +4. This helps keep you hitting even when De-Buffed.
If you get your Global up to 40-45% you can probably get by with just a +5 boost to the 5th slot level 50 Acc/Dam or Acc/Dam/?? triple. That should get you about 50% or better Acc in the power, and to at least 150% total, though as I said I prefer 170+.
A last thought. The Kismet +6 is a 120 sec class proc, and only works when in a 'always on' toggle power. Lock an attack power, and you can click the green light on the power bar that has the Kismet to toggle it on and off, and see the Kismet's effect on total Accy. MIDS counts it as about 12% Accuracy, as the simplified view is that +To Hit counts about twice as much as the same amout of Accuracy. I was pretty embarrassed to learn this the hard way when I first started using it, as I thought it was a Global, like the LotG 7.5%. I had to spend a respec to move it. Hopefully you got it right the first time, most do, but thought I would mention it.
Someone mentioned Alpha slots. Since you can only post here, as a free or Premium player, you won't have access to any Incarnate helpers, such as Alpha. A +5 Acc/Dam IO and a Hami-O Nucleous are essentially identical. 33.125 vs 33.3%.
Jak -
Due to original Gauntlet bug, I had mine in a fast recharging Fire Sword Circle for quite a while. It simply would not 3 stack more than a few seconds, and that seldom happened.
During respec last night I moved the MotT proc to Scorch, which I also spam for bruising. Constant two stack easily and usually 3 with no special effort. If I want three I just slip in a few extra Scorch. Even if I am spamming AoE and want a 3 stack it just goes Scorch, AoE-1, Scorch, AoE-2, etc. no problem. Made a real difference vs +4+8 Carnies.
Jak -
It may not be the case, but the fact you cant move a boosted enhancer by any means certainly Looks like a Money Grabbing Scheme.
Note you could always buy MOAR Enhanment Trays. Does not help a delete situation. Also you can unslot via respec or unslotters and put on second build to store them hoping for a change. Again no help to OP since he is deleting, but just a thought.
Also the trick that the only way to strip boosters is via a trade is not well documented. That sucks, and has doubtless resulted in others deleting good stuff.
I give the Team a Simple Fail on this.
Jak -
Some other reasons to love Shockwave besides panic button, mitigation.
At +4 Knockback becomes Knockdown (I first saw that one in thread about Claws a good while back from Claws Master Bill Z Bubba, thanks Bill)
Runners
In tight spaces knockback is effectivly knockdown.
Vs Bosses knockback may become knockdown. I find you can often keep a Boss constantly on their butt by alternating Focus and Shockwave. No god mode for you Paragon Protector.
It is a 2nd Interrupt vs annoying critters.
It lets you slot a Ragnarok Purple set you may otherwise have No place to put. It is an AoE that could slot the Force Feedback Chance for +Recharge.
With a ranged attack in your APP, and some recharge, you can have a 3 attack ranged chain when needed.
I am sure there are other uses I don't know about. I like having it as a tool in my Claws kit.
Jak -
I personally think the optimum 2 slot Hasten or other single aspect 2 slot is:
50+5 and 50+3 yeilding 95.26% ED Red in MIDS.
50 +5 and 50 +2 yeilding 94.75% ED Yellow in MIDS is a better move for your budget.
50+5 and 50+5 gives 95.90% and I have one Alt where that actually mattered.
The most useful thing I have found to do with Boosters is to shotgun whatever set is in each clickable damage power, especially the 12 endurance + type, Max Boosting any IO with the words Endurance or Recharge.
This has been incredibly useful in fixing Endurance issues and also giving a little ramp up to Attack chains on alt's that had good builds but needed something extra. The huge 'wasted' excess Damage enhancement number that results just means you can almost always use the set damage proc without leaving 95% Damage while dropping back to a 5 slot, unless you need the 6th slot bonus. Yes that uses 20-25 boosters per power on average, ouch. Buy em on sale and in the 90 pack.
Jak -
Re: Raise Thread -- Thanks for an solid LOL.
Have a bunch of those cards around here somewhere, too. I may have to do a little cut and paste.
Jak -
Additional questions.
1) Do XP boosters work during AE missions? I think they do, but want confirmation.
2) Does the Double XP weekend affect the XP earned in AE missions? I seem to recall that it does NOT, but again want confirmation.
3) If I am wrong, and you can get double XP in AE missions, will the XP booster power stack?
ALSO:
4) For normal missions, trials, street sweep, etc., will the XP booster power stack with the Double XP weekend bonus XP? ie: 100% + 100% = 200 * 1.25 = 250% total XP from defeats?
5) It appears from the WIKI that the end of mission / end of Arc / and Trial bonus awards are also doubled. Are these bonuses also affected by XP boosters?
6) Most Particulary, would an active XP booster power affect the big extra bonus granted by completing a Weekly Strike Target, and will that enlarged bonus also be doubled by the Double XP event?
7) Finally, Is it correct to say that XP boosters work only when your Character is alive.
The Paragon WIKI seems silent on these specific questions.
http://wiki.cohtitan.com/wiki/XP_Booster
http://wiki.cohtitan.com/wiki/Double_XP_Weekend
Thanks,
Jak -
On my Stone Tank it shows 2.81% Def (All) with a duration of 119 hours X mins and X secs. So I think it starts at 120 Hours total. I don't know if that 2.81% will be influenced bt AT or not.
I also wonder what the powers for Stabbing are, and if I could Flashback the arc in Oro to have both sets?
Jak -
I ran a simple test Friday.
20 Minutes with a regular on a 110 point endurance toon.
0-5 min - 10 procs, 5-10 Minutes - 8 procs, 10-15 min. 2 procs, 15-20 min. 11 procs.
31 triggers- 341 endurance/1200 seconds = .284 end/sec
Somewhat higher than the .22 you would expect, and with two significant voids. These voids can be a real pain in actual play.
Then swapped in the Store bought PS Proc. for a 20 min test.
0-5 min. 13 triggers, 5-10 min. 14 triggers, 10-15 min. 15 triggers, 15-20 min. 12 triggers.
54 triggers - 594 endurance/ 1200 sec. = .495 endurance/sec, and the longest void was no more than 40 seconds during the 14 trigger 2nd time block.
I think that lack of any significant voids is what makes this PPM version a super winner for now, as the endurance is much much more reliable. Immediately running the newly equipped toon for a couple of hours was so much smoother. Buff the old IO and leave this thing Exactly as is.
Jak -
Noon CST. Patch downloaded and servers are up. I cannot find any merit stores with converters. No Alignment, no Astral, no Emp. Forgot to check regular Merits, but ... oops. Have rather a bit of inf tied up in prep for a non-event. For a small time marketer like me, ouch.
Jak -
Getting all the Incarnate powers to Tier 3 will make a sharp difference in their performance and yours. The level shifts are really important. Having a power at T4 to almost Perma its effect (casting time means a 2-3 second drop) with something like Clarion is really nice to have.
With Alpha, the Much larger ED ignoring portion of your T3 and even better T4 Alpha can be really noticable. Alpha buff and level shift is also supposed to pass through to your Lore pets. i don't know about your MM pets, but if your Alpha does buff them too, then the Alphas with a defense buff like Nerve and Agility might be highly useful. I am a big fan of the Agility.
You might want to consider the flexibility of the T4 Lore buff + Boss pets. In a lot of fights the Lt class DPS pet will drop very fast. The Boss will last a lot longer. The Boss pet in the radial does expire somewhat more quickly, after 3 min and some seconds, but the power recharges in 10 min instead of 15.
I think you may want to have more than 1 of some slot abilities. I do that on some alts. Example - my Stone tank has a T4 Core Musclature to help with the Granite damage penalty for certian content, and an Agility Radial T4 to max defense, help with the Recharge penalty, boost movement speed and bolster endurance, for content where I want maximum tankiness.
Jak