Kosmos

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  1. Quote:
    Originally Posted by Kioshi View Post
    One thing you all should consider is that Shadow Maul is worthy using even as a ST attack. It's actually the second hardest hitting attack in Dark Melee if you hit one target, with 8s rech and 8.53 end cost.

    Let's compare Shadow Maul with other AoEs being discussed (using Tanker numbers since they share these powers):

    Shadow Maul: 8s rech, 8.53 end, 95.9 dmg
    Combustion: 15s rech, 13 end, 57.8 dmg

    Actually screw comparing it with other AoEs, if they keep Shadow Maul with the same numbers on rech/end (because Bone Smasher for example is different on melee ATs and Blasters), you can see in City of Data that Shadow Maul is a 2.2638 damage scale attack while some blaster melee STs hit for only a bit more or less:

    - Fire Sword, 10s rech, 10 end, 2.36 dmg scale
    - Ice Sword, same stats, but 1.96 dmg scale
    - Bone Smasher and Havoc Punch have a 2.6 dmg scale on Blasters but they take 14 seconds to recharge and cost 13.5 end

    And Shadow Maul can easily hit 2 - yes long animation but it's a cheap attack and it's not wasted even as a ST attack on the melee ATs - actually it's a cone with ST attack stats, so it's more part of the Dark set attack chain than an AoE thrown there like Combustion, with the bonus of being able to hit 2 easily and more if you line up (with practice you can hit 3 regularly, I have several dark melee toons).

    I don't think their idea was to include a good AoE power in the Dark secondary, but rather making like /EM and /Elec, the two secondaries that have three solid attacks. They may change the recharge and end cost, since Smite on melee ATs is a 1.36 dmg scale attack that recharges in 6 secs while Charged Brawl/E. Punch on Blasters are 1.96 dmg that recharge in 10, and supposedly Smite is the equivalent to Charged Brawl/Energy Punch, so if they change SM to match rech/end of the 2nd tier attacks you get at level 10 (Havoc/Bone Smasher) just like SM will be available on Blasters, Shadow Maul will end up doing more damage than those even used as a ST attack. The price you pay for that is the long animation time, the bonus you get is being able to hit 2 consistently and 3-4 sometimes (ok hitting 5 is very rare unless you're on an ambush farm or something).

    So SM is kind of a different power, since although being a melee cone, it has a rech/end/dmg ratio of a good ST attack. On scrappers, it actually does close to Golden Dragonfly's damage (148.4 vs 164) except you get SM at level 2 and GD at lvl 32. And GD is a 20 degrees cone with 12 end/12s rech, SM is a 45 degrees cone with 8 end/8s on scraps.

    So I think SM is a great power for Dark Manipultation, ok I'd prefer Siphon Life but I like SM enough. I think the skippables there will be Death Shroud and Touch of Fear (edit: Dark Pit too, it has REALLY sucky stats, I'd never used the power so I thought it was a mag 3 stun).
    I think you're underestimating just how much of a drawback Shadow Maul's cast time really is.

    One thing that's often overlooked is that the cast time tends to get left out when people discuss recharge times. Shadow Maul's cycle time is 11.07s, but only 8s or 72% of that is affected by enhancement or buffs. By comparison a faster cast power such as Bone Smasher has a 15.5s cycle time but 90% of that is reducible. On my moderately high recharge Fire Blaster build the two would recharge in similar times as a result: 5.87s for BS and 5.57s for SM with equivalent slotting. So Shadow Maul's low Recharge Time isn't quite as good as it might seem at first glance because of the long activation that has to occur before it can start recharging and the fact that activation time is fixed. Even on modest 2 SOs worth recharge build that 8s to 14s Recharge Time advantage is reduced to just an 8s to 10s final cycle time advantage.

    For ST attack chain consideration the most useful statistical measure by far is the ever popular Damage per Second of Activation or DPA (sometimes also called DPS). Shadow Maul's DS is 2.156 (the number you posted includes Scrapper Crits). It has an ArcanaTime cast of 3.3s. That makes it's DPA 0.653 DS/s. And that's with the 1.0 multiplier Blasters have for Melee instead of the 1.125 for Ranged. Which results in 36.3 DPS unslotted. If you're running at around 250% base from enhancements, buffs and Defiance that's just 90 DPS. That's a good number... for a Defender. For a Blaster it's poor. So it is NOT a good single target attack for a Blaster unless you've managed to leave large holes in your ST attack chain. Most Blaster ST attacks do at least 45% better DPA than Shadow Maul. Even the ST immobs are typically at least 30% better at DPA. All four of the attacks you mentioned are all a LOT better as part of an ST attack chain. Ice Sword does 89% better DPA. Fire Sword is 128% better, and Bone Smasher and Havoc Punch are each 132% better. Even Total Focus does 59% better DPA. Many Blaster AoEs have better DPA too. Buckshot is 48% better. Ball Lightning 33% better, Explosive Arrow 31%. I won't touch Fire Ball because it's too embarrassing, however, Fire Breath beats Shadow Maul's DPA by 4%. Yes, that's right, Fire Breath is as good a ST attack chain filler as Shadow Maul.

    Shadow Maul as a mini-AoE on Blasters is mediocre. As an ST attack on Blasters it's downright bad.

    As much ragging on Shadow Maul as I've done, I feel I should state I have 2 L50 Scrappers who were designed with concepts specifically to use SM because it was the second power I saw in CoH that made me think "I gotta have that" (Propel was the first). Oscillator was the first Scrapper and second toon I got to 50 behind only my Fire/En Blaster. Dark Harmony was my 1st Pinnacle 50. So I'm not a Shadow Maul hater, I just think a lot of people are being unrealistic about its value to a Blaster.
  2. Quote:
    Originally Posted by StratoNexus View Post
    Ranged cones can accept and be modified by range enhancements (that is about as game enginey as it gets, I think). While I guess we could call that an arbitrary distinction, I think it makes more sense than your arbitrary distinction.
    The "can [...] be modified by" criteria is a good one. However, using it makes only one change to the list and it is utterly irrelevant to my point. It removes Claws/Shockwave. It doesn't do anything to move Shadow Maul out of the group comprising the smallest cone attacks in the game, melee or otherwise.

    Quote:
    Originally Posted by StratoNexus View Post
    Huh? The time it would take to line up GD for more than 2 targets will far exceed the time it will take to do the same for Shadow Maul. Don't quibble. It is impractical in play to hit more than 2 enemies with any of the 4 powers under this discussion.
    I disagree with the "will far exceed" assertion. Exceed yes, but far exceed, no. The 10' range on GD reduces the "wait for them to clump" part of the multiple target tactic time cost. It's not germane to a discussion on the Blaster forums though.

    The real comparison here is with Combustion, and trying to get SM up to the 40% as many foes hit level or so it needs to match Combustion isn't particularly easy. It's not particularly hard either, but the claim I was arguing against was that it was easy. My position is that it's about what you should expect to get without adopting inefficient tactics to try to get more. Shadow Maul and Combustion are comparable in overall value. I just happen to prefer Combustion because I think a Blaster will find more occasions to use it effectively than Shadow Maul.

    I'll restate my general position regarding Shadow Maul in Dark Manipulation: It's a mediocre power most comparable in value to Combustion but also close to Thunderstrike and Total Focus. I like the latter two better because they satisfy a tactical role for a Blaster that's harder to fill than "more melee damage against small groups". In my opinion, Shadow Maul is a weakness in Dark Manipulation, along with Death Shroud, not a strength.
  3. Quote:
    Originally Posted by StratoNexus View Post
    I agree that SM is one of the smaller melee cones. But your post has some oddities.

    Is there a phrasing error in your first paragraph (or have I misread it repeatedly)? How do you conclude that Shockwave is a melee cone, but then consider Throw Spines or Breath of Fire as ranged? Sure, the game inexplicably calls Shockwave a melee cone, but it has the same range and cone arc as Throw Spines and accepts the same Targeted AoE IO sets. Meanwhile, Breath of Fire you firmly lump into the range category, and while it also accepts Targeted AoE sets, with its much smaller size, it could be argued to just be a big melee cone (this power has its own unique terminology even, calling it a Close Cone).
    There is no distinction in the game engine between a "melee cone" and a "ranged cone". So whatever you choose to distinguish between them is going to be somewhat arbitrary. I chose to call those that the game labels as melee in its attack types - i.e. those that check against Melee Defense - to be melee cones. Given the number of errors in IO sets allowed for powers that option seemed a less reasonable choice.

    Quote:
    Originally Posted by StratoNexus View Post
    Also Head Splitter only has a 5 target max. Even though both Golden Dragonfly and Cleave improperly retain their 10 target max, suggesting it as a benefit after eloquently arguing that it is impractical to get more than 2 people in Shadow Maul is goofy at best.
    I only said it would be a stretch to call hitting 3 or 4 with Shadow Maul "trivially easy". There's a wide gulf between "not trivially easy" and "impractical".

    Furthermore, I only stated that it is arguable that the double target cap is worth more than Shadow Maul's 10% larger area (it's actually closer to a 5% larger usable area since the front 2' or so of cones is actually occupied by the caster and therefore not available for housing targets). What I had in mind is that if you AE farm then the 10 target cap actually has value as you can see the good old stacked mobs bug fairly often.
  4. You already have what I call pseudo-perma. By which I mean you can have it up all the time but not passively. You have to use a click buff to make it perma.

    DP has a 0.924s cast, so you need [360s / (120s - 0.924s) - 1] = 2.023 or 202.3% +Rech for it to be perma.

    You have 116.5% slotted from IOs and the Alpha. With the Spiritual Core Paragon that would go up to 129.7%. You have +67.5% global. So you're currently at 184.0% and would be at 197.2% with the Alpha T4 upgrade. So no, that alone wouldn't make it perma.

    However, you have Hasten. You only need 202.3% - 184.0% = 18.3% more global to have DP perma. To get that from Hasten you only have to use it 18.3% / 70% = 26.1% of the time. It has a better up time than that with no enhancement or global recharge. With your slotting it's current up time could be 83.1% making its average buff equivalent to +58.1% global. So your average cycle time on DP should be around 360s / (1 + 1.165 + 0.675 + 0.581) + 0.924s = 106.2s.
  5. Quote:
    Originally Posted by Organica View Post
    My WP scrappers shown have FA too. If I remove FA from all of them, the differential remains the same.
    What relevance does that have? The important differential isn't the one between your toons, but between your Recovery and END use. And that would improve by at least 0.4 E/s if you get rid of FA (it uses an appalling 0.78 E/s unslotted), resulting in a surplus END of +2.15 E/s or better on the Invuln. Which is more than the WP Scrappers (+2.00 and +2.10) that you say have no problems.

    Bottom line: You consider Inv heavy on END use because of what you're comparing it to and because you run the massive END-hog Focused Accuracy. FA uses more END than all three Inv toggles put together (0.78 vs 0.728 base). So I'll say it again, there's you're problem.
  6. Quote:
    Originally Posted by Organica View Post
    This is my MA/Invul scrapper Shinobu Dragonheart. With 3 Invul toggles running plus tough weave and focused accuracy

    That's why I tend to consider Invulnerability an endurance heavy set, because overall I will have less endurance to work with.
    Well there's your problem...

    ... it's not Invuln, it's running Focused Accuracy on anything that doesn't have QR.
  7. Quote:
    Originally Posted by Rad_Avenger View Post
    in all fairness, several of those are not, in point of fact, melee cones
    I'd say any cone with a melee attack type vector for defensive determinations is a "melee cone". Which includes Shockwave (Claws version), btw, but not Repulsing Torrent, Breath of Fire or Throw Spines.

    With that definition of "melee cone" only Head Splitter, Golden Dragonfly and Cleave have smaller areas (5.6 sq ft versus 6.1) and they all have double the target cap at 10 vs 5. Jacob's Ladder has a slightly wider arc of 50 degrees (making it 11% larger) and Shatter is 1' longer (making it 31% larger).

    The smallest non-melee cone is Fire Melee's Breath of Fire at a mere three times the size, and with twice the target cap, of Shadow Maul.

    So Shadow Maul is arguably effectively the smallest (considering both area and target cap) cone attack in the game.
  8. Quote:
    Originally Posted by PleaseRecycle View Post
    Are you aware that if you target the furthest enemy you intend to hit and then spend a quarter second or so backing up while you fire a cone, the cone's range becomes larger? This has a very minimal impact in terms of time spent positioning but it pays big dividends for damage. A patch in the last year or so attempted to alter this behavior but it failed to do so.
    Actually, they did fix that, then appear to have broken it again when they had to make a change to fix melee cones having trouble targeting fleeing foes.

    [Edit:] Also, I think you're basing your assessment off use on toons that are fighting a large group of foes aggro'ed on them, still active so they move and clump, and in melee range. A situation most Blasters try to avoid.
  9. Quote:
    Originally Posted by PleaseRecycle View Post
    TF and TS are better than shadow maul? Now that is a completely outlandish claim. Total focus is an utterly garbage power whose sole purpose is the animation, if you're into that, but why don't we look at thunder strike? If we're to be charitable, we can compare their saturated damage: if thunder strike hits 16 targets it does 516 damage, whereas if shadow maul hits 5 targets and its damage scale is unchanged from the scrapper version it does 629 damage. Thunder strike doesn't look THAT bad, right?

    Except that this implies you've got your entire aggro cap within its radius, but more troubling than that, what if each of them only hits two targets, for example? 190 vs 252. Three targets each? 213 vs 378. Four? 236 vs 504. Five? 259 vs 629.

    It is trivially easy to line up two to four targets for a shadow maul even if you are approaching an untouched spawn. I would estimate that thunder strike is going to be hitting six to eight targets on a fresh spawn if you are quite good at positioning it. What you absolutely won't be doing is saturating its target cap, which is the only way for it to be anything other than a waste of animation time. And this is without even looking at its endurance cost, recharge, and so on.
    I guess you don't care about mitigation. Presumably your Blasters never solo or are pimped out so much that they don't need active mitigation. For me this boils down to SM having little value beyond the damage it does - like Combustion - and Blasters typically having more effective options to provide damage than a long cast+maneuver time melee attack.

    As for the assertion that it is "trivially easy" to line up 2 to 4 targets for Shadow Maul... that's simply not true. I wouldn't even call it merely "trivial" to line up 3, let alone 4.

    I did a fair bit of testing with Shadow Maul during the beta where DM was buffed (using 2 Scrappers and a Brute), and found that the time taken to line it up was often more than it (the maneuver time that is) was worth. My DPS capped with strategies that produced somewhere between 1.8 and 2.3 targets per cast on Shadow Maul. I was actually a bit surprised by this, as I thought I'd be hitting about 2.3-2.5 targets per cast of SM when used optimally. However, the Damage Scale per sec of cast for Shadow Maul came out lower than expected when I used demorecord for the maneuver+cast time. I topped out at about 1.35 DS/sec with 2.3 targets hit per cast. More time spent setting it up for more targets resulted in a drop in DPS for Shadow Maul alone, let alone for the complete attack sequence which also saw a drop from less use of Smite and Midnight Grasp. However, the big hit to the optimal targets hit per use didn't really come from what I could be doing instead, but rather from the cost in lost personal DPS opportunities due to what my teammates were up to while I was doing the Dark Melee Two-Step.

    As I said, I think the value of all of these powers is in the same area, but I think TS and TF are slightly more useful since SM mostly just provides damage a Blaster can usually get in a more efficient manner another way while TS and TF provide mediocre damage but also significant mitigation that often isn't readily available elsewhere.
  10. Quote:
    Originally Posted by StratoNexus View Post
    I will repeat the argument in favor of Shadow Maul once again (and expand a bit). It does not pay any extra endurance or recharge time for the fact that it is an AoE. I also think it has a flaw in its damage/end/recharge ratio in its favor even if it is treated as a single target attack. Now, I cannot say what happened when it got ported to blasters. Perhaps they fixed those "problems" and made it a truly sucktastic power. If they did, I will be lining up to complain loudly. If they ported it faithful to its armored ATs version, it is a fine power (they never fixed those issues when it was ported to brutes and tankers, I do not see why they would now, but one never knows). Sure it has all the drawbacks of any long animation power, but it does have pros in its favor, just like most other long animation powers.

    Ice Patch also has a long animation and while it can be used out of melee, it is often used in melee.
    If you include Ice Patch you need to include Trip Mine too. IMO, both of those are quite a bit better than even Fire Sword Circle. Though it's really hard to do a direct comparison with Ice Patch.

    The four I think are in the same general area performance-wise are: Thunderstrike, Total Focus, Combustion and Shadow Maul. I consider the last two pretty close, but TS and TF a step better than either. TF mainly because of Power Boost and the stacking of Stuns. TS because of the Stun/KB (and I hate KB). None of these powers are great since TF lost its Mag 4 Stun. But none of them are complete Time Bomb level garbage either.

    A quick comparison of Combustion and Shadow Maul reminds me why I rerolled my Ice/Fire Blaster and moved Combustion WAY down the build.

    Combustion does 1.5 DS with an 18s cycle time and 13 END cost. It also takes quite a while for the damage to complete (7.1s). Shadow Maul does 2.156 DS with an 11.07s cycle time and 8.528 END cost. So, SM's DS/cycle is 2.34 times that of Combustion. As for the END. Shadow Maul does 2.19 times the DS/E of Combustion. Both of these numbers are close to the effective damage multipliers I get for Combustion versus Shadow Maul. On average I hit 1.8 foes with Shadow Maul (that's on Scrappers though) and get 84% of the full damage (which surprises me, I would have expected it to be lower - I guess that's because I don't use that long cast when I don't expect to get most of the damage). For Combustion (on a Blaster, I'm ignoring the Tanker numbers as laughably inappropriate) I hit 6.8 foes and get 64% of the total damage on average (I don't have a lot of data on this unfortunately, but the numbers don't seem too far off what I'd expect). That's a 2.88:1 advantage to Combustion.

    Anyway, the discount to Shadow Maul's Recharge and END both seem about right for the tiny AoE it provides compared to Combustion. So I still consider Combustion to be a generally better use of END and to do better damage per cycle. Though that will change if you solo or duo on x2 or lower. Shadow Maul also provides a small -5.25% (Blaster's attrib mod is the same as Tanker's) ToHit debuff. On the minus side, it also has a somewhat longer effective cast because of the time to position to get the extra foe or two hit.

    All-in-all I'd call those two close to even, and tied for dead last amongst the PBAoE click damage powers in Blaster secondaries.
  11. Quote:
    Originally Posted by Negate View Post
    I just wanted to ask around about slotting the Ragnarok Knockdown Proc in Ignite...does the chance for it fire for every DOT tick or is it on a different timer? Also for the people who have tried it...is it worth it?
    Ignite is a pseudo-pet the uses a toggle. So it should have a chance to proc every 10 seconds. Which unfortunately means just on cast. It's analogous to Caltrops, but with a tiny (4') radius and only a 10s duration for the pseudo-pet.
  12. Quote:
    Originally Posted by StratoNexus View Post
    Meh. Vet blasters I play with seem to use Sands of Mu all the time (and it makes me weep, but they use it all the time anyway). Blasters have also had attacks that are of similar length since release (yes, similar complaints exist about most of those, but the point is Shadow Maul's longer animation is not an anomaly).
    Just because other powers are iffy doesn't mean Shadow Maul gets a pass for being so too. The argument that they can't all be winners has some validity in considering the whole power set, but my comment was specific to Shadow Maul, not Dark Manipulation.

    The long cast time melee powers are: Total Focus, Thunderstrike, Combustion, Fire Sword Circle and now Shadow Maul. Fire Sword Circle blows Shadow Maul away. The other 3 are also mediocre powers. I don't really see an argument in favor of Shadow Maul versus any of them either, making it probably the worst power in the class.
  13. Quote:
    Originally Posted by Negate View Post
    You see I feel the opposite, i feel that Dark Blast is lack and Dark manip. is Epic.
    I consider them both OK but not great. My point is they don't work together well except for the stacking -ToHit. Having to close to melee to use most of Dark Manip (2 ranged powers, 7 melee) reduces the value of the AoE Immob and KB that Dark Blast can use for mitigation.
  14. Kosmos

    stone armor?

    Quote:
    Originally Posted by nightookami View Post
    So i just came back to the game and thought id play my lvl 36 brute whose dark/stone and was nigh-unkilliable i was palying plus 1 and 3 but now i cant handle a simple mission last time i played him was before GR came out so did the nerf stone armor or something?
    No.

    Stone isn't that great prior to Granite Armor on a Brute. Odds are you've just run into a foe that debuffs Defense or something. What have you been fighting?
  15. Quote:
    Originally Posted by StratoNexus View Post
    Shadow Maul is a pretty bad single target attack. It is a decent AoE attack, especially since it does not pay any endurance or recharge cost for being an AoE.

    I am sure the cast time will be 1.67. How they will handle that animation wise I do not know.
    Shadow Maul is an awfully long animation to be locked into in melee range on a Blaster.

    As for Gloom... I'm sure they'll handle that the same way they handled Fire Blast and Ice Blast, which is to do nothing with the animation at all. Both of those drive me nuts with the half second of dead time at the end.
  16. Quote:
    Originally Posted by Dr_Darkspeed View Post
    From the Facebook Friday thing about Powerset proliferation, here is the current list of powers for Dark Manipulation in Beta (and hance, subject to change):
    • Penumbral Grasp
    • Smite
    • Death Shroud
    • Shadow Maul
    • Soul Drain
    • Touch of Fear
    • Dark Consumption
    • Dark Pit
    • Midnight Grasp
    I had a feeling I wasn't going to like the Dark Blast/Dark Manipulation combo.

    To me Dark Blast for Blasters looks to be a nice ranged combat set while Dark Manip appears strongly biased to melee.
  17. Quote:
    Originally Posted by Leese View Post
    It's time for my MA/SR to pick a lore pet, but I want to pick one that fits my character's theme. That limits my choices to...

    Longbow
    Vanguard
    Phantoms (at a pinch)

    ... but Longbow are boring and I don't want them.
    All the pet comparisons I've seen focus purely on DPS, and Vanguard is poor at that apparently, but do they have other qualities that make up for that?
    ... and do the Phantoms look just like the ghosts in Croatoa?
    Phantoms look like Phantom Army. The support pet will cast Adrenalin Boost twice during it's summon period. That gives 150s of the buff every 15 minutes or 16.7% up time on +400% Rec, +250% Reg, +50% Rech and 40% Slow Res. It also has Heal Other. That makes it a nice pet for an SR Scrapper.

    The Vanguard buff pet runs a weak version of Assault and uses Twilight's Grasp, making it a good buff pet for large teams. The Boss has a self-heal, is a pure ranged fighter and has 2 targeted AoEs (but neither is great). I'm not crazy about the offensive Lts, since they melee. I don't think Vanguard are a great choice for a Scrapper. They're better for something that can multiply the value of the AoE heal.
  18. I'd go with Inv by a hair over WP for late game play because of the large number of debuffs that have been added in the late game. Basically, it comes down to Inv handling -Def, -Res and -Regen better while WP handles Psi, Terrorize and +ToHit better.

    They're both excellent, and the difference in generalized strength is likely going to matter less than how well suited to a particular player's style and skill set each is. For example, I know I get more out of Unstoppable than Strength of Will simply because the only time I need either is in cases where SoW just isn't good enough to be a game changer. If you don't like or simply aren't proficient at using crash-laden "God Modes" then SoW is useful while Unstoppable is probably going to be skipped. Which may be enough to swing the balance back to WP.
  19. Quote:
    Originally Posted by Sailboat View Post
    I don't think that's true. I'm certain I've read that the streak breaker does NOT force mobs to hit players.
    I'm pretty sure streakbreaker is built right into the to hit calculation and applies to anything that makes a tohit roll. However, keep in mind that with floored tohit of 5% streakbreaker only kicks in after 100 consecutive misses. That means the tohit chance for a given attack is 5% if there has been 1 hit in the last 100, which will be the case 100% of the time for the first 100 attacks and on average 99.4% of the time thereafter, and then 100% that remaining 0.6% of the time after 100 attacks. That gives the adjusted tohit probability of:

    5% for attacks =< 100
    (5% * 100 + (5% * 99.4% + 100% & 0.6%) * (attacks - 100)) / attacks for attacks > 100
    ...which equals...
    5.57% - 57% / attacks for attacks > 100
  20. Quote:
    Originally Posted by Schismatrix View Post
    Considering that MS products are usually mediocre enough on their own merits [...]
    Mediocrity would be a step up for most Microsoft products.
  21. Quote:
    Originally Posted by Dizzy_Dazzler View Post
    Question how do i multibox with new updater can only start 1 game i regret that i did try the new updater.



    Dizzy
    Start the launcher and under File->Settings->Advanced there's a check box to allow launching multiple instances of a game. You can get to the settings with Ctrl-S, but for some reason they seem to have required using the mouse to access the Advanced tab.
  22. The short answer is "no". It depends pretty heavily on your character, but most attack chains use upwards of 3 END/s and that slotting of Stamina gives you 2.53 END/s (2.78 with all the Accolade buffs). There are some Mastermind builds that have little trouble with END however. Bots/Traps isn't too bad. You can probably get away with 3-slotted Stamina, but you'd be much better off using some EndRed in your frequent use or high END use powers. I'd suggest looking into franken-slotting (that just means choosing IOs solely for their enhancement and ignoring set bonuses altogether) cheap set IOs if you don't want to worry about set bonuses. Especially on a Mastermind that can get lots of cheap Pet Set IOs.

    On a side note: The 4th IO is largely wasted, as ED reduces it to 15% of its nominal value which yields 100 END/60 sec (base recovery) time 25% (Stamina's base value) times 42.4% (an L50 IO enhancement value) times 15% (all you get from that after ED) = 0.0265 END/s or just 1 additional END every 37.7s versus 3 slotting. 3 L50 IOs gives 2.50 END/s.
  23. I can't say with Water Spout, as I don't have it on any toons, but you can summon multiple Tornadoes. My Fire/Storm runs two much of the time.
  24. Kosmos

    Time to 50

    Quote:
    Originally Posted by Slickwill613 View Post
    Just curious, I haven't been playing long (less than 3 months) and I have one toon up to 44, a few hovering around 20, and a few others at 10 or less. Someone in my SG told me he leveled to 50 in four days playing around 6 hours a day doing only radios. That sounded fast to me, but I spend so much time AFK and messing around at WW it wouldn't take much to level faster than me.

    So my question is, what's the fastest you guys have gotten a toon to 50 w/o power leveling at AE, just playing the game?
    Leveling to 50 in 24 hrs of play doing just radios would require a double XP weekend or a significant amount of PL'ing. Now, if you build an AE fire farmer you can hit 50 in less than half that time.

    Normally, I'd say it takes me somewhere between 60-150 hrs of play time to reach 50. I think the longer times there are a thing of the past though, and I'd be surprised if any of my more recent 50s took much more than 100 hrs. My Dark/SM Tank probably took the longest of those recent 50s. Let's see his current patrol time... 119 hrs. I'd have to guess about 20 of that is since hitting 50, so call it 100 hrs.
  25. Hasten. A few more Acid Mortars can't hurt can it?