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Quote:Consistency was another one of their complaints. Hamidon was probably the most cited example of the immortality you mention. Because Hamidon was basically untankable by anyone else (without support), it followed that Regen was more survivable than anything else.Takers used to care about regen not because of consistency, but because of practical immortality. I2ish Regen was just as strong as perma-elude and unstop-invince, but it didn't crash, couldn't be debuffed, was type-blind, and came in a set with (comparably speaking) unlimited endurance.
And most regens back then did it with stacked DP and IH alone. The ones that *also* took recon were literally unkillable. They were the ones that could not be killed by any level of normal damage a single player could possess in PvP originally, and could tank Hamidon without heal assistance.
The main consistency complaint about regen scrappers back in the day was that their green and blue bars didn't move.
Or so their argument went.
Regen was very very strong; no one's denying that. At least after Issue 1 though (when the you-can-heal-with-MoG-on bug was fixed), it wasn't so strong as to make all other options categorically inferior. Perma-Unstoppable was pretty sick too. Sicker, even, under the right circumstances. Alpha strikes would still kill Regen occasionally.
But again, perma-Unstoppable had a hole or two. Regen effectively treated all damage sources equally.
Frankly, I don't even know why you'd condescend to try to correct me on this point; it's self-evident even if you weren't there -- and I was there. Seems like you just want to bang the drum about how uber-strong Regen was back in the day, which is fine, but it's also not a point of contention here. Or do you disagree that Regen is now vulnerable to debuffs of all kinds? -
Quote:Freezing Rain lasts 15 seconds. The debuffs from Freezing Rain are supposed to last 30 seconds, but there's a long-standing bug that makes that an iffy proposition.You see, procs won't check to fire again for 10 seconds out of the same power, if it's a toggle or psuedopet power (like Freezing Rain). Since Freezing Rain lasts 30 seconds it can proc up to 4 times! At cast time, after 10 seconds, 20 seconds, and 30 seconds.
Leaving that aside, you get two proc checks per rain, which means that it's not a great place to put procs unless you're just desperate for every possible extra bit of damage and you have nowhere else to put them.
Quote:It has nothing to do with attack chains or the recharge on your other powers. So yes, in that sense it's not relevant. For the value of procs vs regular damage IOs it's very relevant. -
Quote:As a long-time Ice Control devotee, this has been my Control-based pet peeve for years, so please excuse me if I seem inappropriately strident. I'm not aiming any of the following at any particular post or poster.Ice and Earth used to be tied as the low damage sets.
The introduction of temporary powers (first veteran ones, then purchasable ones) let Earth pull ahead, since its -Def secondary effect lets you use temps much more reliably.
I think your suggestions would help the set a lot, Tex.
Ice and Earth were always analogous in terms of damage potential. Because they were so similar in terms of offense, I believe that players were prone to fall into the logical trap of assuming that the two sets were also tied in terms of control.
They weren't, and they aren't. On paper, sure, all the slows in Ice look very sexy. So does Arctic Air's confuse/avoid effect. Ice Slick is a great stand-alone power. But the (PvE) game fundamentally favors hard control where it's applicable. It favors controls that can consistently mitigate alpha strikes. It favors pets that don't get killed by an errant sneeze. It favors layered effects of all stripes (whether we're talking about layering DEF with RES or holds with stuns) -- the ability to pull out a second, third, fourth different trick to address unusually resilient opponents.
Earth is perhaps the best set in the entire game by the above standards. Earth deserves its low damage.
Ice isn't. It gets Earth's low damage with little or no practical pay off. In days past, you could argue that Ice's slow effects made it much better at PvP, but ever since Issue 13, PvP is a ghost town, and in any case we have Buff/Debuff diminished returns.
Scratch that. Ice gets worse than Earth's damage these days. Stoney is better both at surviving and dealing damage than Jack Frost. Earth's copious AoE powers take more procs. And as DrMike points out, Earth's -DEF adds at least a small amount to over-time DPS.
About the best thing I can say about Ice is that it looks cool (no pun intended). Oh, and having a bajillion redundant slows is arguably a good thing against AVs' 85% debuff resistance.
Doesn't mean that Ice can't be made to work; Controllers and Dominators* are among the stronger ATs in the game to begin with, and so it'd be a stretch to say that Ice Control's flaws constitute a pressing balance concern.
But there are flaws. Making Arctic Air cost less and giving it no-detoggle status would be a great start. Getting rid of the worthless tick of damage on Flash Freeze and giving it the Mass-Hypnosis no-aggro treatment would be an awesome move too.
(* - It's worth mentioning that Ice benefits almost not at all from Domination. Arctic Air's confusion isn't enhanced by it from what I can tell, and the only other hard area control worth mentioning is Glacier -- which is a PBAoE on the same four minute timer that all other AoE holds have.) -
Quote:Dark/Invuln is a very strong choice for survivability. But you have to work Siphon Life into your attack chain, and work on getting some +DEF bonuses.Thank you, that answers my question quite authoritatively everyone. i suspected some of what you said, but it is nice to get the exact information, filtered by people with actual play knowledge. i may have even learned a few things, hope I retain it.
It looks like for me I will concentrate on a Dark/Invul when I want a Tank. I actually have a Dark/Invul as a Brute which is my main. He is built for recharge, which i already know is not "optimal", but I have my reasons, i have tons of fun, and i love it. But for those times when i really, truly, want to hold damage for the team I will think about this build for tanking, built to softcap Defense with 1 in range, and then just cramming whatever other bonuses fit in easily. Maybe look for a guide when i'm ready. Again, thanks.
If you do both of those things, then you really can be Tanker-competitive on a Brute. The trade-off is that your AoE damage potential is comparatively low. -
Quote:Again, there are exceptional cases going both ways. An SS Tanker will be competitive with an MA Scrapper; not so much with a Fire/Shield. Does that mean the MA Scrapper has bad damage, or that the Tanker has good damage?Not exactly. On +0 difficulty, yes, the tanker and the scrapper will take about the same number of attacks to flatten a mob. As the difficulty increases, the performance gap becomes clearly visible. Now we've gone from back roads to the autobahn.
There are also a number of practical considerations that can improve the Tanker by comparison. One of those is travel time, as noted earlier. Another is the increased room in a Tanker's build for offensive supplements. My Tanker has two PPP AoE attacks that a similar Brute wouldn't be able to afford while maintaining what I consider to be an acceptable amount of defense.
So the Tanker's third AoE ends up making up almost the entire damage advantage the Brute enjoys on the other two. That's just my personal thought process when evaluating builds I'd like to play.
But sure, all else being equal, you're right. Fortunately (or unfortunately, depending on how you look at it), there doesn't appear to be any good reason to pump up the relative level of solo missions. (The number of mobs yes, the level -- no.)
And in group missions, the Tanker's damage disadvantage is usually moot. Running an LGTF the other day, I was struck again just how silly a lot of these Scrapper-versus-Brute-versus-Tanker discussions are in most high-end teams: Mobs were melting so fast that it wouldn't have mattered if I had 300% of max Scrapper damage.
As an aside, and by the same token, there's a very small middle ground in terms of team composition where a Brute will have a noticeable advantage over either Tanker or Scrapper. The group has to have enough buff support that the Brute can take advantage of its higher caps. The group also can't have so much buff support that the content is trivialized. In my experience, those teams basically don't exist once you're past about level 30. The team is either scraping by or rolling.
And the Tanker is generally better for groups that are scraping by.
All of the above isn't meant to criticize anyone for rolling a Scrapper or Brute, or to deny that those ATs are generally better at damage by some significant amount than Tankers. It's just to point out that Tanker damage isn't bad by any stretch of the imagination.
Quote:I didn't mean to say that there is something wrong with building an offensive tank. I'm simply a "play to the strengths" kind of guy. In my opinion, if you what you want is offense, make a scrapper. I wanted character that could stand at the gates of hell, so I found the toughest AT I could start with, the strongest looking powersets, and built more defense on top of that.
Personally, I have a Tanker which is now about as tough as I can reasonably make him and his offense is very nearly at its potential. I also have a Fire Blaster with soft-capped S/L DEF for when I want to play huge offense.
Given those two extremes, it's hard not to look at everything in the middle and pine for either more offense or more defense. -
Quote:It's not irrelevant for a number of reasons that distinguish this game from real-life investment. For one thing, more DEF decreases the odds that you'll get hit with a DEF debuff and go into cascade failure, which means that each subsequent point of DEF makes the prior point more resilient (more valuable).Here you can see that quite clearly it is irrelevant what present defence you have (exception: not being over the cap) in making your decision. Whether the 16% puts you exactly at the cap or whether that is the first % of defence at all shouldn't sway your judgement: they both mitigate the same amount, and if it applied more mitigation (than the regeneration would have given) when it brought you to the cap it is exactly as useful if you had no defence already.
If you wanna say that all DEF mitigates the same amount of damage on paper, that's fine. You're absolutely right. But if I tell you that the last 5% cuts your chance of being debuffed in half, then that clearly means something.
If I'm plotting out a build that's sitting at 3% DEF and I have the opportunity to add 3% more, I may or may not bother. If I'm sitting at 42% DEF and I have the opportunity to get 3% more, then I'll definitely go for it. There's a reason that the PvP DEF IO is so highly valued, and it ain't because it mitigates a flat 6% of the opponent's damage output. Your own impressive WP Tanker build, if I'm not mistaken, places a high premium on the soft-cap to all non-psi attack types.
Quote:The first investment could be a $1 investment that gives you a further $1, while the second is a $1000 investment that benefits you a further $500. In such a situation, selecting the higher investment has left you $499 worse off. Once again, this method is called an Internal Rate of Return and is largely a very poor judge of making decisions.
At the risk of repetition, the 76% reduction in damage is exactly equal to the 32% reduction in damage when used as a comparison to the regeneration amount.
Example:
If I regenerate 50 HP/sec, and I have 0% DEF, then adding 10% DEF will increase my regeneration to an effective 50 / (1 - (0.1 * 2)) = 62.5 HP/sec.
By contrast, if that same character adds 10% DEF onto an existing 35%, then his effective regeneration goes from ~166 HP/sec to 500 HP/sec.
To use your analogy, the DEF/RES is an investment; the regen rate is your base income, let's say a salary. The absolute value of the return on the investment is obviously important, but it's also important to understand how much that number means to the individual -- how much that investment means in proportion to the money he'd be making otherwise. One investment can give you an extra 25% in income. The other investment more than triples your salary.
Now, certainly there are flaws with the infinite survivability metric. The ubiquity of debuffs and special effects is one of them -- but that's a discussion that's been hashed and rehashed endlessly and isn't worth going through again. But avoidance is definitely, especially, valuable as you get more of it -- qualitatively if not quantitatively. Just ask your neighborhood Blaster how much he'd like to reduce the chance that a mez will hit. -
Quote:From casual observation, I haven't noticed any crash, but then I haven't checked every recipe. (Sold a Ragnarok a few hours ago; bought a Hecatomb for my Tanker.)My impression of the general market consensus was that purples would drop rapidly in price because all the people would be playing their level 50s instead of killing monkeys. Turns out we were right.
Anyway, the supply will definitely go up, but the effect on the prices is probably blunted by the sudden and widespread respec craze. Whether people who grind out Incarnate components on their 50s will be more interested in buying purples in the long term is another question.
And then there's inflation.
Will be interesting to see how it all plays out. Even if the number remains more or less constant over the coming weeks, though, given all of the above I think that's a clear sign that the monkey-exploit fix did its work. -
Quote:Wasn't really disagreeing with your point; I was just using your post (probably unfairly) as a place from which to leap into a long-pent quasi-rant.
Oh, absolutely. I don't think it sounds snarky at all. My point was apples to apples, DP+IH compared to crashless god modes is pretty impressive. In all cases, regen is just one layer of mitigation. The reason (as I noted) it becomes so complicated to analyze is it's not apples to apples anymore once you start adding different layers of mitigation from different sets. I'm sure most of us who have been around a while have read Aracanaville's virtual dissertation on the immortality line. It's not a simple matter to compare different types of mitigation in the context of different powersets.
I don't have a problem with click IH in principle. It could stand a little improvement I guess, but I don't believe that's Regen's problem in the age of IOs and Inherent Fitness. Regen's problem is that its former strength at the low end (smooth leveling curve) has been indirectly diminished, and it doesn't gain as much as most other sets at the high end.
Interestingly, the set that used to send Tankers into a tizzy because it was so very consistent -- oblivious to the opposition's damage or attack type -- is now perhaps the most consistently vulnerable. Regen and Recharge debuffs are only the most obvious weaknesses.
Quote:Originally Posted by Iggy_KamikazeI'll just keep playing my underpowered click heavy regens.. thank you very much
YMMV and all the usual jazz. It's not like Regen is so terribly weak that it absolutely must be buffed yesterday. -
Quote:If they have the purple triangles, then in my experience they're downgraded AVs.Actually this is innaccurate. I wouldn't swear it for all AVs, but I know that the ones I have tested do maintain their 85% debuff resistance when they scale down (sucks I know). In the mission you are discussing though, they actually aren't scaled down AVs, they are EBs to start with (It's a weakened Honoree, not the Honoree from the LGTF). In this case, Garent is almost right, they have no inherent debuff resistance...EXCEPT, EBs and Bosses have 20% resistance to to-hit debuffs (Lts. have 10%)
Hope that solved the mystery. -
Quote:To stretch the analogy -- we're all bound by the speed limit. The practical performance difference between the Lamborghini and the Hummer isn't all that big a deal in a game where the most commonly applicable standard for damage output is, "How many hits does it take to kill this (spawn of) minion(s)."I don't build tanks offensively because that feels, at least to me, like buying a Humvee and outfitting it for drag racing. You'd be better off starting with a Kia. Any Kia.
My Scrapper two or three shots minions (depending on the difficulty level and which part of my attack chain I'm using). My Tanker two or three shots minions. And my Tanker has better sustained AoE damage output.
So what if the Scrapper isn't using optimal powersets. The point is that Tanker damage is more than decent. Then we can factor in travel times -- between missions, between spawns, between targets -- and the proportional time advantage for having Scrapper-level damage dwindles. A generic Scrapper may kill that boss 40% faster than I can (in reality it depends on the specific build), but I'm still finishing missions within 10-15% of a Scrapper's time.
Are there scenarios where a Scrapper's damage advantage will be felt? Of course there are -- just as there are scenarios where a Tanker's survivability advantage will dominate the player's experience. The grass is always greener. There's certainly nothing wrong with having an offensively slanted Tanker build. And with IOs and Incarnate content, now you can pretty well have your cake and eat it too. -
Preach on, Comrade!
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I find that the so-called special circumstances that penalize this-or-that means of damage mitigation are more and more common, frankly. On paper analysis is well and good, but unless all you wanna do is farm, then your build is gonna have its weaknesses exposed at some point.
And if all you wanna do is farm, then you can make even a fairly squishy character work for a given repeatable mission. Otherwise, not so much. You can be cruising along at */x8 difficulty and suddenly hit a brick wall -- whether that wall is the ludicrous, energy-based DEF-debuffing of Paragon PD, the copious psi/toxic damage among Carnies and Arachnos, the absurdly high innate ToHit of Rularru or Devouring Earth, the preposterous and often auto-hit DEF debuffs from Circle of Thorns, the insta-gib energy drain of Malta Sappers. Whatever your poison, one thing's sure: There is a poison out there for your build. DEF is about as brittle as it's ever been, at least since Issue 7 -- if only because now we players now have more incentive not to cherry-pick our opponents (tip missions, Incarnate content and the carrot for running TFs).
Don't expect that trend to change.
Tankers have weaknesses just like anyone else, but they have a good deal more margin for error -- more time to react, more HP and higher caps to which to buff themselves (or have others buff them), better aggro control so that they can afford to spend a few moments here and there chompin inspirations or trying to find that half-forgotten temp power when the fit hits the shan.
With all the buffs/debuffs thrown around by high-level mob factions these days, you really can't just look at any given build's DEF number and declare it enough. Enough is subjective. Layered mitigation is where it's at, and Tankers have the highest potential layering by default simply because they have the highest hitpoints. -
Quote:There are a few things to keep in mind when you're deciding where to slot procs of all types:With i19 coming soon and the respec I am stuck deciding where to place the three unique IOs from the healing sets. Put them in Health or in Fast healing?
Second question: is there a good reason for the Miracle unique to be in health or fast healing instead of placing it in RttC to make a complete set and get the Psi defense bonus? This would leave two slots in the Mule power (health or fast healing) instead of the usual three. I assume that unique does not buff the healing of a power at all.
Thanks.
- How often do I use the power?
- At what level is the power available, and how much do I care about my performance when I exemp below that level?
- What's the base value of the power in question, and how important is it to me to enhance it? Can I save slots by putting that proc in a power with a lesser base value? (Because procs don't enhance the power itself and don't care what the power's value is.)
With all of that said, I'd say the answer to your question in I-19 is almost definitely Health, unless there are extenuating circumstances. Health will be added to your build at level 2, so no matter what level your proc is, you'll get full benefit from it no matter how far you exemp.
Health also has a lower base value than Fast Healing, so it's less important to enhance the power itself.
Given that you're unlikely to turn RttC off for more than two minutes at a time, though, there's no good reason not to slot the full six Miracle in it if that's what you want to do. -
Quote:Heh, I can design an Invuln Tanker with that much passive regeneration -- before accounting for resistance and defense. I don't mean to be snarky or nitpicky here, but it is worth mentioning.This is an incredible over simplification. It's VERY hard to calculate how close it is to a godmode and even then, whether it's as good depends on the circumstance.
I just wrote out a lot of complicated math and scenarios to explain why, and I think it's a waste now.
IH+DP offers 53 HP/S. That's a flat rate of sustainable incoming damage. The other god modes offer a relative rate.
The real problem with Regen is that it's a debuff pinata. The lack of mitigation and the high requirement for active maintenance are important too, but not as much.
The days of toggle IH are irrelevant in more ways than one. A lot of people like to talk about how super powerful Regen was back then -- and they're right, but they're also over-simplifying. The game's high-end content is far more varied than it used to be. Every build will have weaknesses, no matter how well-planned, no matter how expensive -- and that goes double for Regen, because it's highly vulnerable to debuffs of all stripes.
Our ability (our incentive) to cherry-pick our opponents is very much reduced these days, too. Fine if you want to farm, but just running tip missions will tend to give you a less than optimal matchup -- whether your kryptonite is Carnies, Malta, Paragon PD, Devouring Earth, CoT, Longbow, Arachnos; even Rularuu make at least a couple of appearances in high-level Tip missions. And you can bet that Incarnate content won't be a wolf farm.
And in the age of IOs, one of the few holes you really can't fill is debuff vulnerability. You can blunt their over-time effect indirectly by pumping your DEF, but Regen is perhaps the least well-suited among Scrapper secondaries to stack DEF bonuses.
My first character -- my only character for almost the first full year I played CoH -- was an MA/Regen Scrapper. I spent a long time campaigning to have MA's animations fixed. It was my baby, and I'm proud to see it much improved, but that's neither here nor there. Regen was stupidly overpowered at first (before Issue 1, you could stack perma-MoG with IH; now that was funny), then just overpowered, then progressively worse until what we have today is a set that competes reasonably well on paper, assuming the player does everything just right.
In practice, not so much. And doubly not so much if you don't have a Primary with significant amounts of (preferably passive or AoE) mitigation. What's kind of amusing to me is that after all that time, and after all of the much-deserved improvements to Martial Arts, it's my formerly overpowered secondary that is now the problem. In the age of IOs, almost every character concept I can conceive is more appealing to build than ever before. My Scrapper?
Again, not so much. It's true I may have been spoiled by previous godhood (at least defensively, because offensively the old MA was less than impressive), but it's also true that many current IO builds are no less qualitatively impressive to play than old-school Regen. They just take a lot more investment and planning to get there. -
Quote:Your reply is self-contradictory: On the one hand, you want to redefine Uber's playstyle as farming; on the other hand you want to say it's less effective than farming, even going so far as to criticize him for not maximizing his farming potential.1st) It's bologna, not baloney.
Just teasing.
So, you're farming door mishes... What is the difference in that and 1 big map? Other than the scenery and having to run back and forth to missions. I don't find that more effective than just running a big BM map a couple times. I logged on last night, ran it twice, got an Apoc and sold it for 700mil. Friday night, i sold a Hold for 200mil. That's nearly 1 bil in 2 days of farming. So, you're gonna hit 1 bil in a month of doors....
To say one don't have to farm, and then you post charts of "farming doors" is kinda, err, um, yeah.
Not to mention the time to run +3s and dieing compared to 0s and living. To each their own, but to call someone dumb for farming a different way than you is, um, dumb.
The point is that you don't have to farm to make lots of influence. He purposely used an example that was less effective than farming. A single-target-specialized build (Dark Melee) running door missions normally is not a farmer.
By your definition, almost any combat can be described as farming. Or not, when it suits you. I notice that nowhere -- despite your rush to dismiss Uber's data -- do you address the fact that he's making more than enough influence to outfit just about any build you can imagine in a matter of weeks. That was the point of contention, was it not?
Posted previously:
Quote:Small effort to afford the goodies? Get real. If someone isn't playing the market hard or farming their tail off, it's not doable. Period. Fourspeed is spot on. If you want to IO a toon, it's not going to happen from drops. So, people are forced to use WW, which is manipulated by everyone looking for a "niche", instead of playing the "game", running missions for drops or TFs or anything that isn't involved with buying stuff off the market.
[snip]
Just thought i'd join in the fun. But, really, if you think its more about "whining" just go run some missions and leave WW alone and purple you a build from drops or buy from the inf gained in missions..... tell me how long it takes. -
On Willpower character, if you have to choose between soft-capped S/L DEF and more global regeneration bonuses, then it's not a choice at all: Go for the S/L DEF.
You have so much native regeneration from Willpower that the comparatively small bonuses you're gonna get out of IOs will not have anywhere near the impact (or if you prefer, return on investment) that the alternatives do. And soft-capped DEF to the most common attacks in the game is about as compelling an alternative as you're gonna find.
It's also worth noting that you're gonna get more than a handful of +regeneration bonuses almost by accident in your pursuit of other bonuses. So unlike DEF, which tends to be an all-or-nothing proposition, regeneration isn't. More is always helpful; it's just not worth pursuing as an end in itself.
What is somewhat difficult on a WP Brute is to soft-cap S/L DEF and fit in large global +recharge bonuses to fuel your attack chain. Whether you want a more offensive or a more defensive slant on your build is subjective, but if you find that you're leaning almost exclusively defensive, then you probably should roll a Tanker instead. -
Quote:I think your suggestion would be self-defeating, frankly. If the idea is to make IO builds more exemp-friendly, then it seems to me that I'd be worse off, not better, if I had to rely on only the set bonuses from available powers.Ah, there, hexcodes, you're like an old friend.
What if when exemplared, you had:
>All of the set bonuses of sets slotted in powers you still "have" at your new combat level
> All of the set bonuses of your Purple Sets
Really, this is an awfully large amount of writing for "I don't like the 3 levels below rule change it", but I will say that I've always found the rule puzzling. It seems terrifically artificial and wierd, and inconsistent with the rest of the exemplar system's treatment of your enhancements. After all, you aren't deprived of enhancement values based on the level listed on the enhancement.
If I misunderstand you, then I apologize, but that was my gut reaction. I've managed to make every single one of my IO builds exemp-compliant down to about level 30 without undue extra effort or build sacrifice. Much below that and (again, in my view) you shouldn't expect to keep the bulk of your high-level effectiveness, especially when we're talking about bonuses like soft-capped DEF.
It's true that mid and lower-level recipes are more difficult to find on the Market, but if that's a problem worth addressing, then it should probably be addressed through readjustment of the drop rate. It's also true that some of the exemp rules are counter-intuitive, like the distinction between procs and global effects. (It's counter-intuitive at least to the extent that some procs aren't obviously procs and vice-versa.)
But I don't know that the devs are even willing to address long-standing flaws (or quirks, if you prefer) with the IO system. It seems pretty clear that Castle isn't entirely happy with the state of +DEF bonuses, but thus far to my recollection, he's only ever nerfed one set (Blessing of the Zephyr), and that was clearly the most obviously abusable +DEF set out there. So we can reasonably guess that the devs are especially wary (rightly or wrongly) of making dramatic changes to items in which players have invested countless hundreds of millions of inf. -
It's a nice build. Like CMA, I'm a little dubious about the Gladiator's Armor proc, though -- not because it's too expensive; obviously, you can do what you like with your play money, and the goal is certainly achievable if you really like that one character so much.
But Tanker Invulnerability is in an odd place with respect to that proc. On the one hand, it's easy enough to soft-cap an Invuln Tanker for S/L/N/E, which represent the bulk of the attacks you'll see in the game. On the other hand, Invuln basically has no hope of soft-capping to psionics with or without the proc (yes, I've seen builds that can do it, but they sacrifice unduly elsewhere, IMO).
The question is whether you gain enough in terms of unique build opportunities through use of the proc. In my view, the answer is no. Fire/Cold is flat-out not worth soft-capping unless you're just obsessive-compulsive about seeing pretty numbers on your display. Psionics would be worthwhile, but it's practically unachievable.
In any case, I'm not sure I can make any specific suggestions here because you seem to be theme-bound (Energy Mastery and whatnot), and you obviously know what you're doing when it comes to manipulating IOs. For what little it's worth, what follows is my tentative I-19 build, with which I plan to take advantage of the Cardiac Alpha boost (that's why S/L RES may look a little low):
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Almidon: Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Super Strength
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Health- (A) +Regeneration/+Recovery
- (37) +Recovery
- (A) Endurance Modification IO
- (36) Endurance Modification IO
- (36) Chance for +End
Code:If you're dead-set on the Gladiator's Armor proc, I'd recommend buying up LoTGs with A-Merits instead, because they give you roughly the same influence value per unit time, and they allow you to cash out a lot faster if you change your mind. That once-per-day limit on A-Merit spending is a real bizatch if you have more than a couple saved up, and especially if you decide you want to switch alignment in the middle. (You lose all banked A-Merits when you switch alignments.)| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1469;757;1514;HEX;| |78DA8D944B4F135114C76FDB29435FB4500AA5858116106AE9408D0B1F0BA3A2098| |64269092BB50E30B4957168DAA9CACE8D3BF7AE88AF8FE02BC66FA182FA114CF433| |D4F3B8BCE2C626FDFFCE9C7BE69C73CFED6DE1F17C50882757842B78DD325AADCAA| |A616F9B4D75C970DA4DC352AF5A0FEA9B3BB62A84D078A9326F6E9976CBD417EC87| |6DCB369BC67ADDAA3BBB49B95C302DD3D4CBED06D865A769DA55A7D6BB60D74C301| |DFDD0F01777762CBDDC30CDCD009937AD7AB5E604C95E348D46DDAE867801FDF014| |BBD1A86FE8D79A6DC7AC14DA9582D172CCE66E1C1ACBC0F78B0FC4055FD11162108| |C1131E317F2D35144119016DD2B0257BA4B047F999069B985C88BAF90C1C5193CAE| |1465706B8C34411927E890D6C369BD9E2D81AF2A5582BF4688D419F70913DB84344| |CD0CBD9DDDE2CB9BA4EE100CAABB2BC8A05A7C418971FE3BA29EE2907E57DB2BC0F| |771517A915C278893055A6AD669609B92C6DEE1BBC12E0EC4A609112050B8C2542C| |F32A3480840B7212E2242490FBA06C01596030EC728EA0724EDA59175945E74E545| |5F3FADF44508FD513E883DE8212AF27E54EE3CCAE7D1BF42182831B8F3C4811BDF1| |ADE27B8A16E4CB6127B44893C2A1F318E6A906714E7238AF3A88679543FA1BF2139| |F321EE2FC1FDA5349AF939E8282937907C41E5326F08675F335E325E1114A83B22E| |B8EF00834CEA7F17E35DEEF77A83B2AEB8ECAA31C25E434C23E04A465409A03264E| |059C87C626E5A8267F51F133BF197F186DDAC05493F1940E7916DE9A96A39AE65FD| |53D38BBACBC03D9B7E49A79C7784F98FDC0F84830205C97E13A87CF72789EC3F31C| |9EE7701F0C644E169CE3010F2B47974E8804452D9E74E5C85554E46505978B3BCD2| |84717B8E38B502CD9FFF1F1AA27EE3E3A44D73F1EF5D8E3126B744C13B768D6DDC7| |2B6E3146BD8C4B3CA7B17E0A1E06F84AF897B28A520471ADA1751BE50E3EDE45CB4| |06B1D65031F3B9F8387BB0F5FC02D5E44B984721925065B15CF30520D8004508228| |21941E94304A04258A9240D943E9FC05D394E26A| |-------------------------------------------------------------------|
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Quote:As an inveterate build perfectionist, color me jealous.Anyway, this has been a 'Look how Ebil I am!' gloat post combined with a bit of random waffle, and a side order of 'What now?'.
Not of your riches (great job, by the way), but of your calm in the face of such fabulous wealth. Even given unlimited money, I'd be paralysed by all the options available.
May I suggest coming to the dark side? Feel like picking a favorite character so we can all live through you for a bit tweaking it?
Oh, and I'm with you; it seems like now's the best time to sell purples. It could turn out that all the extra incentive to play 50s in I-19 will increase demand too, though. -
Quote:If it's at all possible, I think everyone who uses Footstomp regularly should find a way to fit a Force Feedback +recharge proc in there somewhere. That proc was made for Footstomp.IMO, the lack of end reduction in a full set of Eradication is too big a price to pay for the small F/C def bonus. I'd recommend the following slotting:
Eradication: Dam, Dam/Rchg, Acc/Dam/Rchg, Acc/Dam/End/Rchg
Scirocco's Dervish: Dam/End, Acc/Rchg
That will give you the first three Erad bonuses (+end, E/NE def, +HP) and a 10% regen bonus from the Scirocco's, with 59% acc, 97% dam, 42% end red, and 80% recharge. You could also swap the Erad proc for one of the other Erad IOs, but you'd have to give up some damage and/or recharge as a result. -
Quote:Yeah, and the vast majority of the DEF debuffs thrown around are typed as S/L attacks. So you could be sitting there admiring your beautiful 45% E/N/F/C DEF and some random dudes with machine guns will whittle it down to nothing. Against mixed opponents, that can screw you up pretty fast.Brutes don't have 70% resistance to S/L, so wp on brutes and scrappers benefits greatly from going for softcap on s/l damage. Capping E/N and F/C and not worrying about S/L can work too for most of the game, because WP has nicely layered defenses, and it's a lot cheaper than trying to cap S/L. But if you have the dough, you'll be more survivable on a brute or scrapper wp if you softcap S/L in most situations, because the vast majority of damage in this game is at least part S/L, and the base defenses of WP already give you pretty decent E/N and F/C defense without even trying to add to them.
There's a reason that even Invuln Tankers usually go for the S/L soft cap first. On paper, they're already massively strong against those damage types (~70 to 90% RES depending on whether you take Tough). In practice, the S/L DEF isn't really there to protect against S/L damage, per se.
If there's a typed defense to skimp on, it's Fire/Cold, IMO. Many of the dangerous Fire/Cold attacks in the game are also typed as S/L for the purpose of opposing defense. The F/C attacks that are purely classed as such are a good deal rarer than even psionics. -
Quote:It all depends on your point of view. I can't know exactly what Sailboat was talking about, but I gather that he makes a distinction between specialized damage dealers (Blasters, Scrappers) and everything else. It is worth pointing out that Tankers have the third highest native damage potential among hero-side ATs.yeah, corpse blasting is the most irritating thing in the world when you are slow to begin with. But seriously, this guy said Tanks do the most damage blueside. I mean, really, what kind of head damage did the guy suffer that he could come to that conclusion.
The complaints that Tanker damage sucks are greatly exaggerated.
Quote:Now, normally I grab the most survivable guy and jump right in. 99.9% of the time I am happiest with this decision. CoX is the 1st time I can recall that it had to be rethought.
Quote:I would still love access to the tankers armors, but damage nerf stacked on damage nerf is to high a price for me. The trade off is not optimal. (1st damage nerf = tankers do less damage than brutes period, 2nd is tanks get gauntlet, brutes get fury)
Tankers also recently got Bruising to offset their single-target-damage disadvantage. That change came at the same time that Brutes got their peak Fury damage lowered. (And incidentally, Tankers got a hefty boost to their max HP.)
The net result is that Tankers are a lot closer to Brutes in terms of damage output than they were pre-GR. And Brutes are less competitive with Scrappers. -
Quote:Well, it's a tough thing to balance. Brutes are theoretically the best all-around meleers, given a certain level of buff support. Before the Fury changes, I could easily have said that Scrappers didn't get enough of an offensive advantage relative to Brutes. At first, a lot of people did say that, in fact.But I'm not convinced that Brutes get, natively, nearly enough of a survivability bonus over Scrappers to warrant the i18 top end nerf to Fury.
The thing is that if you like playing in groups, then you're more likely to be drawn to Tankers -- because Tankers have a decidedly team-oriented set of tools that aren't dependent on this-or-that team composition to function well. Your survivability or your aggro control might be overkill in a given team, but you're not worried too much about whether any team has the right buffs.
Likewise, if you're a solo-oriented player, then more damage is always better, all else being more or less equal. Scrappers are the obvious choice because they don't give up much of anything relative to Brutes for their superior stand-alone damage.
Brutes are a mechanically solid middle ground on paper, and they're certainly not gimpy in practice, even solo. I'm just not sure that melee in this game really needed a middle ground. Heck, ever since before Brutes even existed, we've had endless debates on these forums about whether Scrappers were too survivable relative to Tankers, or Tankers too damaging relative to Scrappers.
Why an AT that splits that relatively small difference should be considered unreservedly better than one or the other is beyond me. But hey, different strokes.
Quote:The survivability difference [presumably between SD Brute and SD Tanker] wasn't nearly as large as I thought it would be when I was comparing builds. Another 100 HP or so, another 10% resistances across the board.
The main advantage the Tanker gets are the HUGE defense numbers from Deflection, Battle Agility and Weave.
33% higher resistance and 33% higher DEF and 25% higher hitpoints (which makes for 25% higher regeneration). All of those things multiply one another. Now if we're going to assume that both characters have used IOs to get to the DEF soft cap, then yeah, sure, that's a bit of a wash -- but then we also have to understand that the Tanker had to sacrifice less to get there. -
Quote:It's possible to get perma-Hasten with only two slots in the power. For a Tanker it's not anywhere near easy, though. You're losing ~16% recharge enhancement from Hasten by ditching the third slot (assuming level 50 generic Recharge IOs). In order to make that up through global recharge bonuses, you'd need a purple set and a 6.25% bonus from somewhere (usually from ranged/control powers).I agree completely. I would not want to sacrifice my haste up time to free up a slot.
However, if haste would have 100% up time with only 2 slots there does not seem to be a benefit to the third slot in it for recharge. I'm simply not certain if it would still have 100% up time if the third slot was removed so I figured I would ask if anyone knows.
It ain't exactly easy to get perma-Hasten with three slots, frankly. You need another ~101% in global recharge after you account for Hasten itself and the ~99% you'll get from three generic IOs (@ level 50). That's a lot, particularly for a melee character, because melee characters generally don't have easy access to 6.25% bonuses, and because melee characters generally try to enhance DEF.
So the short answer is yes, it's possible. The longer answer is that there's almost no plausible scenario where saving that one slot on Hasten will be the most efficient option, unless you don't care about Hasten's uptime. Obviously, you do care. -
Quote:I have to say, your numbers are impressive. I can't know how much time you spent playing in that span (unless I missed your saying it), but your results are certainly credible. Playing about an hour a day just running tip missions on a 50 prolly nets me about 50 million per day on average.But anyway, at that rate, 20B inf would take about 70 days of play.
So, now that we've got a more accurate number, do we really think it's unreasonable for it to take a bit over two months to make 20B inf playing the way I was, bearing in mind that's almost certainly still an over-estimate? That's one really tricked out character, or a pretty decent number of less richly decked out ones.
Do you think the devs think that's an unreasonable number?
Which is about 40 days to get to the per-character influence cap at a pretty darn casual pace.
Leaving that aside, and just to reinforce a point you made -- the 20 billion you quote far exceeds what I would consider to be any reasonable or even practically useful goal for any one character build. By my count, you need about 12-13 billion to make a character about as tricked out as anyone should expect to be. That's four purple sets @ 400 billion per piece (in other words, the more expensive purples), a Gladiator's Armor proc @ 2-3 billion, and an extra 2-3 billion for whatever's leftover.
Anything much beyond that, and you'd basically have to go to the Blue_Centurion school of spending money for its own sake. In other words, paying no attention to what your influence is actually doing for you.
What would that sort of build even compare with, in that giant fantasy MMO everyone always talks about? How much hardcore raiding would it take to get there? Why is it that so many people complain about not having enough long-term goals for high-level characters (the elusive end-game content) when apparently they're not interested in spending some time to reach them?
In any case, the price of purples should fall at least appreciably when I-19 comes out, encouraging people to play outside of the AE with their 50s.