John_Printemps

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  1. I never did post the "59%" build when I mentioned I'd looked into it, interesting to see a lot of the same paths taken, but some others that may help lead to other solutions. With Mid's now having the Incarnate added, seeing the build spark up to just shy of 60%, it was closer than I had thought. While I didn't get Siphon Life into a good healing position, I still tried to get as much resistence as I could, with SL as an afterthought to try and fix. But, maybe this will help spark additional ideas.

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  2. John_Printemps

    Alpha Slot Info

    Quote:
    go +4x8 on Carnie tips.
    Once I come across a mission with carnies in it, I will actually be trying this. Big massive Psi hole? Excess to-hit in the pets? Sure, count me in, I'll give it a try! I know he's handled +1 Carnies without much trouble, but I'll be cranking it once I come across it again.


    And yes, I realize that if I go out and do stupid stuff stupidly, I can find plenty of ways to face plant, but I want to find things that I can't auto-pilot, and not necessarily things that I have to go out of my way to make sure it's stupid-difficult (like +4/+8 Carnies). There is, also, a bit of jesting/joking in my statement, regardless >_>
  3. John_Printemps

    Alpha Slot Info

    Quote:
    Originally Posted by Shred_Monkey View Post
    My first impression of the level shift... it may take me a while to get used to running even con TF's and seeing blue cons everywhere. The only other time I'd seen that in a very long time is when someone's out leveled their mission, and generally I don't enjoy those experiences.

    I know it's just the color of words on a screen, but for some reason that ITF I ran last night after getting the my tier 3 slotted was notably less enjoyable then normal.

    This may be the epitome of my own emotion towards the level shift. Worked through a Statie TF last night, was chugging along smoothly and with minimal effort on my KM/SR. We started hopping Security Chiefs and I dove off separate from the team for a moment and caught a lag spike, when I caught up with the server again, I found myself flattened and the only thing I could think:

    Is this really what it takes to kill me? Lag? Can the game provide no greater challenge?

    And I haven't even slotted the rare yet, still sitting at UC level, as I've been debating the change. Ultimately I will probably make the shift, but I almost feel as if I'll regret it, if something else doesn't come along that says "you gotta have this."
  4. Quote:
    As to underslotting Deflection, I do that on purpose. Weave and Maneuvers address all 3 defensive types (that I care about), while deflection only addresses melee. I am already capped to that so why waste a slot there. IMHO.
    I think you missed what Syntax was saying. You underslotted it's Defense /and/ Resistence. As a Set Bonus beneficial suggestion: Aegis Def, Def/End, Def/End/Rech, 2xEnyzmes and 3%/Res Steadfast, and a set of Aegis (Minus the Psi Unique) in Tough will boost you to 35% S/L Resist, toss the 3% PvP Res IO, 38%, and you've netted a little over 6% AoE in Bonus between the two.
  5. Quote:
    Originally Posted by Werner View Post
    With Arcanatime, Smite is 1.188, Siphon is 2.112, so 3.3 total. You don't get to add Midnight Grasp's time to that for the reason you cite - a power isn't recharging during its own animation. So Midnight Grasp must recharge in 3.3 seconds for Smite -> Siphon Life -> Midnight Grasp. 15/recharge = 3.3, so recharge = 455% total, or +355% enhancement.
    So what have we learned today class? John can't do maths after two days of no sleep. Not sure how, but my times were (obviously) way off, thanks Werner. I looked back again today, just don't know what I did to come under on the formula.

    Edit: This also means the Sm/SL/Sm/MG is shy .1/s just to be politically correct on Midnight. But after digging around the forums for Arcana's post on Arcanatime and running into another one talking about undetermined server/attack delays, .1/s is over-all a lot more damaging to the build. I'll have to look at it again, now that I'm more awake.
  6. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Just a note that MG needs to recharge in 3.3 seconds for that to be gapless... 355% recharge is it?
    Where did 3.3 Come from? Smite and Siphon's Arcanatime is 3.104 to assume a power isn't recharging during it's own animation (which isn't the case as I can tell), and altogether they're 5.306, and would recharge in 4.585 under Spiritual.

    Edit: I just want to make sure /I/ am looking for the right or wrong things, I haven't min-maxed anything in a considerable time, maybe I'm forgetting something.

    Edit: As a side note on the build (thinking outloud), I was pretty tired last night and misread the global. The build probably needs another 30ish% to get Hasten down within a few seconds, and regret that may not at all be possible while maintaining 50% Positionals to leave the build a purple off Apex-Worthiness. Right now looking at probably a 20 secondish downtime. :/
  7. Quote:
    Originally Posted by Santorican View Post
    If I am looking at this correctly I don't think this build is capable of running MG>SM>SL>SM chain.
    This is calculating without the Spiritual Alpha Slotted. In Arcanatime -- Smite: 1.042, Siphon Life: 2.062, Midnight's Grasp: 2.202 -- Total Time: 5.306 (6.348 with dual Smite cast for a total attack time), Midnight's Grasp recharges in 5.021 as the longest attack in the chain, Smite in 1.861 which is less than Siphon Life as a whole, and Siphon Life recharges 3.861, which suffices under Smite and MG's coverage. With the Spiritual Slotted, the slack of under-enhancement in each attack will get boosted. MG by 33% up to 99%, SL by 33% up to 60%, Smite by ~10% up to 95-100%? Bit of guesses for those couple of numbers, but should still lower the recharge by several 0.#'s each. So, unless I'm missing something? SM/SL/SM/MG is possible, but I believe it can be taken a step further...

    If, then, I am looking at this correctly, Smite: 1.042, SL: 2.062, MG: 2.202, Totals 5.306. If I'm recalling the number right, Spiritual grants 33% Recharge? Add an SO's worth to MG drops it down to 4.585 recharge, Siphon Life down to 3.421, and Smite down to 1.81 (which is the least effected power given how far it's already pushed). Longest recharge in the chain is .721/s under the total chain time. So, Smite>Siphon>Midnight, Repeat. If I'm missing something, like miss-recalling how animation time works against the power's own recharge? Even then, 4.585 on MG means Smite>SL>Smite>MG would still indefinitely work because Sm>SL>Sm animates in the time it would take MG to recharge, so no matter what, the chain works? My biggest question is, if I /am/ looking at this right, Sm>SL>MG /can/ work, and is sick.

    Edit: Cause I thought it'd be fun to run the numbers. Smite>Siphon>Midnight, one target in AAO only: 179.685 DPS. Full saturated AAO and (Mid's Capped 7) Soul Drain: 322.16 DPS
  8. So, Santorican, I'm blaming the last ...two hours (?) or so of my night on you and this whole "Solo Apex" idealism of yours. While mentioned, Stealth isn't going to get you to your 60%, the value it provides is greater (in my opinion) than Hover. Their enhanceable trades are the same, but Stealth's initially higher defense value could potentially be sufficient for your attempt since (although the value will drop) you'll still get that boost for Alpha's. I toyed with multiple directions, and there's really no source to pull enough defense from to build up that high within reason. 55-56% with Stealth at half mast was the furthest I was seeing.

    Edit: Went back and ran some figurative numbers in my head. If you run Stealth dual Enzymes, and the Nerve Core, you'd roughly manage 2% (hopefully) putting you around 58.5-59%. Grab Smoke Flash and play Super-Stalker if necessary for reapplication of Stealth from time to time. So feasibly very close.

    However, I fiddled with mid's for so long that I've churned out something that has me amused. 50% Positionals, and with the usage of the Spiritual, I believe should be (close to) perma-Hasten, double stacked AD into the 90's, Soul Drain with only a 5-8 second downtime, and more than capable of the Smite>SL>Smite>MG chain. I could be wrong, it is rather late, but it might even manage SL>Smite>MG. Shaved as much EPS off as I could manage, S/L Resists up to ~38%. Might not be ready for a Solo-Apex, but I know offhand it's heavier than anything I built pre-inherent Fitness.

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  9. Of those, that might potentially fuel your piggy bank to actually convert back to dusting off that BS/Regen you have: Spines/(Da/Ela/Fa). You can get reasonably high Res to S/L as well as either 32.5% Melee/Ranged/AoE or Softcapped S/L. Focus your efforts on selling off items of no interest as you take the pretty quick tour to 50, and you'll probably be able to afford a fairly decent build with around 400-500 million influence and maybe 12-18 A-Merits. Run some AE Missions for tickets and you can save Inf in that realm too, buying out rare salvage directly from vendors, this can cut anywhere from a few million up to 30-40 million off 9999 tickets, depending on how much effort you build into it. There's currently a thread within the first or second page that can flood you with a realm of build options, some of which even go so far as to cut costs by grabbing the Cardiac Incarnate shard (which is really probably a build goal for most Spines/Da anyway.

    Otherwise, I'd encourage you put some love back into an old toon. With Parry you can manage some ridiculous tricks with building, get capped on Melee/Lethal (obviously) and focus your attentions in other places. Bringing Ranged/AoE into the 30's, as an example, and grab Tough can get you 20-ish S/L resists and really give your regen a chance to shine. IO's can put an old toon in a brand new light.
  10. I have to put a vote in for KM/SR. I just IO'd my own out a couple weeks back, and the ride to 50 was pretty fun, but the real gold has come after 50, being soft capped, fully charged up, and unstoppable. Picked up Aid Self for a little security blanket, ramp your Regen and HP as much as you can, and you're good. The hits that do get through can hurt, but its pretty easy to bounce back. The ride with Willpower might be a bit smoother overall, but I'm not so certain you'd have so much instant fun once you get to the end
  11. Something I think might be kind of important to lay some emphasis down on, in regards to your endurance bar... Manage Your Attacks. Much is often the same woe from sets like Dark Melee and Claws, you animate fast, you recharge fast, you burn fast. In the early levels you're kind of in a pickle for slotting. Yes we have Stamina a birth now, but that doesn't totally alleviate the stress factor. So we assume you're around 14-16 in level, you'll be making your march on to some bigger things, (the dual bursts), and find they pack a pretty end heavy punch too. When you're fighting a group, focus on evenly dispursing your damage. Don't waste your damage. If a target has a sliver of life left, wait for Quick Strike, and pop them once, don't drop Body or Smashing, save the 2-3 points of endurance, save the damage and redirect that onto the next target. This will become especially imperative when you get to Burst. Think you can drop a mob with two Bursts? Give a second, if you can handle the duration safely, and just apply it twice, don't dump a few single target attacks if--in the end--you'll just have wasted the end.

    Playing Defenders as a primary role may be giving some illusions to your end bar as a whole with the Defender Inherent, and (not to say you don't) but the often lack of a front-runner for attacking that is Defending. Scrappers are like a tank full of sharks compared to a tank full of Koi Fish (Defenders). They're happy and content when cared for in both cases, but at any moment the Sharks might flip out and kill someone.

    And, to full bury the hatchette: Active Defense, 2-3 Rech SO's, move on to IO's and start packing an occasional Global +Rech bonus and you can easily move that down to one single Rech IO, and still have it up 100% of the time.

    Also, stay away from toggles you don't need at the time. It is possible to run full speed into the wind from 1-20 on your Melee defenses alone (fine print: depends on conditions, and teams, and willingness to except flirting with the floor on occasion).

    As for Leadership/Medicine. Medicine is solid, but if you're looking towards an occasional handy rez, earn your Day Jobs and save up the Rez Temps (unless you're flooring it to 50, and really want it), Stimulant and Aid Self is a solid go-for, but that last power you might want to consider leaving available, as Tough and Weave as nice, fast, easy ways to help develop (any) this defense set to 45% Melee/Ranged/AoE. If, after all that's said and done, and you still have room to pack in Assault/Tactics? Well, Tactics is a great place to drop Gaussians for some more global +Def (Although, so is Power Siphon ).
  12. Quote:
    Originally Posted by Fantomas View Post
    Nope...Cardiac. I can't figure it out. I'm getting an extra 3.71 from somewhere. I went over my build pretty closely just now and I can't find where it's coming from.

    I guess it's a good problem to have but...I'd really like to know what the problem actually is.

    I think I'll rebuild him in MIDS again and see what happens. I can't help but think that I've managed to mess something up in MIDS but...shrug...
    Pull up your combat attributes and check the defenses, it'll give you an exact breakdown of every bonus/stat you're pulling. If there's an amount you're getting that doesn't match, that'll easily show you where it is coming from, and help see where it doesn't match with mids if there is a bonus you're getting that you may not have slotted into mids the same.
  13. To claim the Nerve Uncommon (Or Nerve in general) is worthless--or generally not worth the effort of obtaining--is opposing the entirely situational aspect of the Alpha Slot abilities. Each one is respective to a certain need, and some are interchangeable to a scenario based on those needs. The Alpha enhancements are also possible to build an entire toon around in order to better enhance other aspects of a character that you previously couldn't.

    Taking this into consideration, I'll proffer up my own KM/SR as an example. Prior to the Alpha Slot, I was still working through a build I liked and shuffling around slots and powers in Mids, trying to come up with something I liked. His build, as a whole, was not complete in-game, so when I decided to drop into the Nerve Uncommon, a realization occurred to me. Nerve was globally boosting me another 3%. This may seem a bit marginal, but when 1.5% of that was ED complicated, and the other 1.5% came out of underslotted passives. Knowing I could collect an easy 3%, and boost the overall accuracy of the build, meant I could sacrifice Combat Jumping from my plans, overpass the softcap, and fill other gaps in my build as a result.

    Nerve gave me the chance to grab Aid Self and Hasten together, where previously I was stuck shuffling between one or the other. I have a panic button in Aid Self, and because of the ability to strip an extra slot out of all the passive (running them all at base slot), I've gotten a tremendous turn around. Aid Self, 46/47/46 M/R/A, Perma Hasten, and enough end to run my overall attack chain indefinitely. A Kinetic user who is capable of shuffling Quick Strike succesively five times in a row to ramp 156% Damage into a 1,000+ point CS? Don't mind if I do.
  14. Quote:
    It has been around forever.
    Ah, I see. It was still definitely an interesting challenge none the less, to try and take out the exploit and get the same numbers.
  15. Quote:
    -snip from Werner-
    How long has the Enzyme Exploit been around for the Hami-O's? Don't normally deal in them myself, so wasn't aware of it until recently. But, given it shouldn't be giving the bonus that it is, wouldn't it viably be safer to stick with the Cytoskeletons? If you swap the Enzymes with the Cyto's, it does result in a significant cut in the defenses (about 2% across). Still think it would be safer to go the exploited-free route I mentioned before. Still viable to get to 70/45/40-42 and meet the resistance expectations, all while widening the distance on end usage. Possible to get 1.2 net gain versus the .8 you're looking at right now.
  16. It's been a while since I've been of the forums; nice to see new blood floating around the water coolers. Dove back into the game with Going Rogue and have been sneaking peeks at the ole Scrapper Haven from time to time. Caught wind of someone saying you'd started this thread, Werner, and I couldn't help but take a more detailed look.

    Took your build and disassembled it for a few hours before attempting to put it back, and I must say seeing 40+% Defenses squeezed into Dark Armor is a nice feat, but I wanted to see if I could de-exploit it, and slot it up proper with Cytoskeletons instead of Enzymes. I've moved some things around, and looked into pushing the overall impression of the build. One thing I did go back and double-take was the fact I'd pushed Melee/Lethal to 75% originally, and realized you were only after 70%; so I tweaked range a bit to fix a few percentages I believed I wasn't going to actually get. The only thing I wasn't happy with was the 2.7% shortcomings on AoE defense. Beyond that, most everything else borderlines within a sneeze of your destined build. A percentage here or there, some cases halves and quarter percents, even. Cut as much EPS as I could manage, and raised what I could to widen the gap as much as possible. Start throwing off a few toggles and there's a massive difference, but only in the realm of maybe a 5 1/2 to 6 minute long fight with Conserve Power used once. Conserve would need another two minutes before its up again. You could, theoretically, pause/kite for twenty seconds, fight for forty, pause for twenty, fight for forty, pop Conserve, fight for 90 up to full, fight for another two minutes (etc) Running GC-DA-GD-GC-SD, indefinitely. That's at least an eleven minute bout, if the target can be taken down in that time frame. All hypothetical off estimate numbers and not accounting for any Incarnate usage or additional accolades that might sway final numbers (max End). If the Very Rare can extend the attack chain out into 180-200 seconds, then a small ten to fifteen second pause for end would quite easily carry the build, and--in my opinion--be a reasonable method.

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    I believe Golden Dragonfly might actually be .3-.4 seconds too long for the main chain you'd mentioned, looking at it while figuring out a rough EPS/Attack Time, but that sort of leads into my personal opinion that I think this would work, and flow, a lot smoother with the inclusion of Hasten, and sufficing Ranged and AoE to only 40% (while maintaing the rest of the build). This would open a faster Conserve Power and potentially closing the lapse in endurance. A 55-60% Heal every 10 seconds that pays for itself. While Hasten wouldn't be Perma, 20 seconds is small lapse, and the build should (theoretically) be solid.

    Just a bit of food for thought. Most of the other goals would be easily reached, I just think shrinking R/AoE down 5% to virtually work Hasten into the build (removing, at best cause, Hover--again afflicting endurance woes for better performance).
  17. Quote:
    Originally Posted by FrozenDeath View Post
    I'd dare say the style incorporated in this just about covers everything I might have considered pointing out; further more I must have a brush/pen like that and shall investigate demolishing a few markers in the attempt.
  18. Quote:
    Originally Posted by Obsidius View Post
    Not going to lie; wasn't impressed, unfortunately. Just my opinion.
    That's okay, wasn't meant to; just made for a little fun
  19. ...I'm still alive, but of course no one noticed! Aside from being amazingly busy with millions of things, I forgot to post this! So took a quick second to drag this file out and dump it on youtube and correspondingly here. Granted this is a video and rightfully belongs in the multimedia section, I think the concept would be a bit lost since the idea origintated from the Fan Art Contest this year. Back many months ago from the "Movie Poster" run when the Going Rogue trailer showed up it sparked my amusement to make this little diddy, I just never made the full circle of showing anyone.

    It's not perfect by any means, but something quick and fun that I thought a few people might get two minutes of enjoyment out of. Going Rogue: In Mexico
  20. Quote:
    Originally Posted by LadyJudgement View Post
    Do you see a "james t. kirk" on my shirt? I do not sleep with green women.
    This poses many questions that disturb and intrigue me. How does one inter-racially breed Broccoli?


    Nevermind, it's best not discussed.
  21. John_Printemps

    Printin' Art

    Walgreens. Surprisingly don't have too many Kinko's around that aren't a drive across town, whereas Walgreens: Five Minutes or Five Miles, and the prints are actually decent. Greatest feature - online you can ship to any address and they take care of all packing/handling of the print and doesn't cost any different than doing it yourself. Just noting that as a convenience factor to fellow Artists Probable Kinkos and the like do something similar, just never actually looked into it since doing prints for a portfolio I'm able to drive around the corner and pick them up for a few bucks.
  22. John_Printemps

    Is it here?

    Quote:
    Originally Posted by Kahlan_ View Post
    What are you referring to?
    I seem to be mistaken, it's on EVERY character now, as your progress. I hadn't noticed this at any point on test, this is a nice change up. Finally logged into a non-50 toon and spotted it again: in the center of the "XP Circle" is your current level. I felt it had more meaning at 50 versus the level 18 I just logged out of since it made it feel more complete, but still a nice addition none the less!
  23. John_Printemps

    Is it here?

    Anyone notice the nice little QoL addition to your status bar post-50?


    Totally not Scrapper-Based, but when you have 50 scrappers to log into...I suppose that counted as a directive for coming here to mention it because...of all the things I'm toying with, this is one of the things that I'm strangely happy with the most.
  24. John_Printemps

    Spines/DA

    Quote:
    Originally Posted by Prof_Backfire View Post
    Yeah, Spines/Dark strikes me as a build that really doesn't need to worry about recharge, being toggle-heavy and a fairly steady damage output.

    What are some good sets for recovery bonuses, disregarding all other factors?

    Disregarding everything else, Purples. Break down a few of the sets into pairs through a couple different powers and snag the 4% Recovery bonus five times for an easy 20%. Impervium Armor has the next best with 2.5% you can snag for two pieces, plus 2.25%(?) Max End+ for a four-of in your resistance toggles. That can easily get you 25-30% with that method.
  25. Quote:
    Originally Posted by Chaos_String View Post
    Use the Arcanatimes.

    Gonna take that a little more in depth here for a moment and say "Yes, use the Arcanatime, but this is why,".

    Listed recharges in the game are what the power, on its own, will recharge in without considering anything else in the game. However when you start chaining or looping attacks you have to account for some gaps caused by the server (very short end of a very detailed explanation of what Arcanatime is). Arcanatime gives you this chance to account for the small gaps that will occur and adjust accordingly. Basically it's saying what you need to both perform something, recharge it, and account for the difference.

    I couldn't even consider a scenario where you wouldn't use Arcanatime over the listed recharge rates since they're pretty much incorrect considering.