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On the other hand, I just leveled up a SJ/Regen brute and found the durability to be fine even as I invested fewer slots into the secondary than I do with almost any other set. Until the last levels it was something like:
Fast healing: 1
Recon: 5
QR: 2
DP: 5
Integration: 2
IH: 3
Resilience: 1
MoG: 2
Eventually fast healing, IH and MoG got one additional slot each. So for much less investment than a set like SR requires, I was getting performance at least as good. Nothing else out of the ordinary was done to make the character work.
The one thing I had to do, which I do on every character, is evaluate the appropriateness of my difficulty settings for the content I was about to run. First Ward? Leave that on x2. Malta or carnies? Okay on x5, but bringing lucks is helpful. Council or freaks? x8, please! Seems about normal to me. -
If I recall correctly, the "launch pad construction" was added somewhere around issue eight. So it only took a couple years for the respective city councils to approve the projects, but since then union issues have held them up. Do you know how hard it is to get an environmental impact study completed on time and under budget when you also have to consider the moon? I think we can expect the inaugural blast-off in 2018 or so. Sooner if a certain someone is elected.
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One nitpick, UP. The most he'd probably want in practiced brawler is two recharge. I normally find a single recharge to be enough and one time I made a DM/SR build that had so much global recharge that I actually had to pull the single recharge out of PB and replace it with an end reducer simply because it was firing way too often. Even on a low recharge build, two level 50 commons is plenty given that SR also gets quickness and is second only to ice armor in terms of being hard to affect with slows.
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I don't like farming either. The only time I did it was when ambush farming was astoundingly profitable and then only for a couple runs every few months, essentially. I get around the level 30 freeze feeling grindy by simply playing a couple new characters at a time. While one is frozen, the other is playable. That has the side effect of keeping both of them more fresh than when I used to blitz to 50 on a single hero.
For some perspective, I pretty much was only working on incarnate stuff when I21 came out. As soon as street justice was available I made a new scrapper and brute, and then when titan weapons became available I made another new scrapper. Today the last of that trio hit 50. When I21 came out I probably had about two billion inf strewn across an array of characters, plus a bunch of random purples and stuff like that. Now I have about five billion inf liquid and three completed builds that are worth* ten billion, fifteen billion, and five billion. Never farmed even a single time since I21 hit.
*Very different from "cost." -
This may be stupid advice but you might consider making your first IOed character one that should conceptually be really strong. That way you aren't just buying IOs for no apparent reason, you're working on your character's concept as well.
I second the motion that you don't have to use mids. I never have and never will and I feel like I have a deep, spiritual connection to my builds. That may be a slight exaggeration. But it's fun to come up with a good build just by doing mental math or some back-of-the-spreadsheet calculations, and if you screw up you can always respec!
The most leisurely way for me to make the money I use to fund a build is running arcs and TFs that are level-appropriate from character creation. Like, as many as possible. At level 30, turn experience off or play different alts for a while and remember to log in each day and convert reward merits into a hero merit and then roll that hero merit for five random 30-34 rare recipes. This makes you a ton of money, usually enough to finance an entire build short of PVP IOs and purples. If that sounds too fiddly, just save your merits until level 50 by which time you'll have a colossal stockpile and you can do the rolls then. Or, simply buy what you need. Whatever you prefer.
Another way to make money that's coming soon is ATOs. Even without spending actual money to get them, you'll be able to purchase them for reward merits and I have a hunch that they're going to be the next big money maker. -
Boost range is a really obnoxious power to use effectively. Is it a good power? Absolutely, it is extremely strong, but to actually keep it perma takes such a massive chunk out of your attack cycle that you'll rapidly begin to wonder whether it's really all it's cracked up to be. How do I know this? Because for a while I played a perma-boost range en/en blaster before throwing up my hands and respeccing to a more sensible build. Actually, the more sensible build still has permanent boost range because that is super easy to achieve, but it is no longer reliant on it.
If I were to make a new blaster around the idea of maintaining long range I would consider two options. The first would be a centriole-heavy build. With three centrioles and two slots of whatever, all of your attacks can have ed capped damage, ed capped range, and good accuracy and recharge. Being a blaster you should be okay on endurance management. The second option would be a build that went with cardiac and the blaster AT set as its main sources of +range. That'd give you 27.5%, which really is nothing to sneeze at considering those bonuses are passive. Since cardiac is implicit, I'd use endurance heavy sets. Rad/fire, for instance. That would be an interesting character; your single target chain works from leagues away, yet your aoe all happens within hugging distance. -
I say they should try it. Give some new highbie enemies incarnate tohit and 30% unresistable damage. What's the worst that could happen?
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At this point in the game's existence, a brand new GDN or ED event would be lethal. Also, scrappers don't need buffs.
Interesting though that some people in this end of the forums seem to be fine with a buff to enemy tohit, whereas the discussion of new Dark Astoria is an echo chamber about the unfairness of buffs to enemy tohit. -
I figured the point wasn't that Recluse's lieutenants were actually the strongest villains around, rather that they were the strongest ones that he was able to con into doing all of his odd jobs. Presumably if the game engine somehow allowed for it, he'd be happy to hire any player villain both potent enough and desperate enough to be one of his groupies. In general, not much is made of Recluse's personal power. It's just that he has a good base of infrastructure and is the counterpart of Statesman, who was talked up as the fanciest of heroes, therefore people assumed Recluse must be the coolest villain.
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Shin breaker's secret use is on targets that you've just uppercut (?? Uppercutted? Goodness, that can't be right). They had to call it shin breaker instead of curb stomper though for labeling reasons. T for Teen, you know.
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Quote:Oh come on. Little to no reward, eh? Regen is the worst set, it's impossible to succeed with it, whereas willpower cannot be defeated? What the heck are Shred Monkey and Iggy Kamikaze doing in their sundry regen challenge videos then, demo editing? Or do people who are good at regen not count because being good at it is unfair?I see Regen as LOTS OF WORK, TONS OF FOCUS, little to no reward.
Many other Defensive sets as medium work, medium reward.
Willpower as no work required at all: Maximum Reward.
At the same time, willpower is by no measure the best defensive set unless your only criterion is ease of use. It's perfectly fine, but it's no shield, it's no damage aura set, it's no invuln, it's no stone... And really, it's no regen. What do you do when you get in over your head with WP? That's an easy one: you run or you die. There's nothing else you can do beyond what you're already doing by standing next to enemies. Contrary to your assertions regen actually doesn't have to hammer its clicks at all times just to stay afloat, so when things do get dicey it has myriad ways to react. The best part is that you can choose which tool to use to best fit the situation. Get hammered by an alpha against a group you know will follow up with weaker ranged attacks? Use recon and save dull pain. You are not bringing your full arsenal to bear in every situation which means you have tricks to dispense from your sleeves. WP gets no such option.
In fact, the one thing WP can do besides stand there is hit strength of will. Funny then that every single one of regen's click powers has more immediate influence on one's survival than WP's tier nine, which is more intelligently used before a fight has begun. -
Yeah to echo Supermax, that was the single most idiotic nerf in the history of the game. I was truly outraged about that. How could the devs be that incompetent at their jobs? Well history reveals our vindication: they really were incompetent and those people are all gone now. Completely by coincidence, though, the set did need nerfing from where it was at the time. They radically overdid it but Castle's buffs got it most of the way toward balance.
As it stands today, brute regeneration seems pretty perfectly balanced. A versatile set with a wide range of performance depending on build cost and player skill. I find its vulnerability to recharge debuffs less annoying than its complete nudity to endurance drain and popular incarnate status effects. Even considering all of those, though, you can do a lot worse. -
I really enjoy the unique flavor of set C! Vote however your heart desires, y'all!
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Before anyone goes and tries this, read the fine print: it's $15.99 per minute!
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Quote:They're only comparable when RTTC is fully saturated. That means you definitely have ten targets in melee range at your peak regeneration with WP. Making IH a toggle without reducing it in some way means you get performance better than that with zero enemies in range. Clearly that isn't balanced by any recent standard.Which is part of the reason Devs claim that the game is balanced around SO's. Looking at equal slotting, with SO's they are indeed comparable. So why not make IH a toggle again.
What I suspect would happen if IH were made into a toggle again is that it would get its old ~.7 EPS cost back but it would be reduced to 200% unenhanceable, 50% enhanceable regen. Something along those lines. So for permanence, you would be sacrificing most of its current potential. Frankly I prefer it how it is now compared to just being an even paler shadow of its former self. The advantage to click IH that nobody talks about is how much cheaper it became end-wise, as well. Plus, it just fits in well with regen's new style as "the super clicky set." Taking clicks away now would mess with its identity.
Not saying regen couldn't possibly be buffed but toggle IH doesn't seem like a good approach. -
Before AT sets, a good option to consider for spinning strike is posi's blast supplemented with javelin volley. Extremely cheap for a pvp set, it has actually decent enhancement combinations compared to any non-purple taoe set. The quad and the dam/end/rech are uniquely good deals. Really I'd take either of those over pieces of ragnarok if I weren't slotting five pieces of ragnarok.
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I heartily recommend SJ/Regen, Claws. Brute regen has a certain je ne sais quoi that I didn't know I was missing from scrapper regen. Mainly it's that the extra hitpoints are a pretty big deal when they mean that over half of your powers will be more effective as a result. Street justice goes well with it since the combo system happily forgives a regen click's worth of interruption and the set has good mitigation in its single target as well as its aoes.
To the OP, I dunno about a few hundred million, but after a couple billion it is as sturdy as one would hope. I "only" bothered to get 39% s/l defense and it seems more than adequate. -
RTTC is nowhere remotely close to the IH toggle as people remember it, i.e. six slotted with golgis back when that meant something. I don't remember if its base was initially 600% or the full 800% regen (or was it 1000%?) but you ended up packing either 1800% or 2400% regen with all said and done. RTTC is nice but old IH is never going to happen again for a variety of fairly obvious reasons. See the uptime of rebirth's ultra-regen period for a window into what the devs currently consider to the maximum allowable buff level for a single player power.
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I third or fourth fortunata. If you don't mind it being a bit easy mode, it has it all. Good aoe, good single target, solid protection, crazy control considering, and you even have the option to take a melee attack or two in case you're feeling a little homesick. Fortunata: Home of the original crashless nuke!
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If it really bothers you, just use enhancement boosters as Arch said. .06% defense is meaningful only in as much as it displeases you aesthetically. Don't waste a respec on something that for practical purposes will never matter.
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I'd turn stalker claws' eviscerate back into a 90 degree 7 foot cone and keep all of its other attributes as they are now, including 100% crit from hide. Still completely baffled that they ever considered removing the set's main aoe power a buff. Even if eviscerate were a cone again claws for stalkers still wouldn't be worth playing compared to most other primaries.
Also I would buff super strength, thus forcing the devs to nerf it and finally just redo the whole damn thing. Muahaha. -
I'm on a freaking roll of forgetting any facts I once knew about tankers in this thread. Next, marvel as I tell the OP to slot his aoe immobilize well so he can take advantage of containment.
Anyway! Titan sweep is surely more skippable than crushing blow if you are taking and using defensive sweep anyway, and the up side is that using defensive sweep will virtually singlehandedly alleviate the endurance problems you might have had with titan sweep instead. -
If they did add motorcycles, or almost any other type of vehicle, it would be really wonky compared to normal travel powers. Mark my words: they would never consider adding something like this without first developing tech to remove your ability to strafe, to add a colossal amount of inertia, and to cap turning rate at a very low value. Oh, and it wouldn't be able to jump, either. Why do I say this? Because otherwise it would look really stupid, and I don't believe the devs are going to add something inherently stupid looking to the game, much less spend loads of art and animation time doing so.
So, to recap, it would basically be very bad as a travel power. Even if they figured all of that out, imagine riding the bike up the walkways in the Vanguard base. Picture riding the bike through Mother Mayhem's mind. Consider riding the bike through any area with water in it. It might be funny the first time but before the first day of beta testing was done, people would be saying "It's great, but can you make it look less stupid?" -
MA wins pretty handily I think, as SJ doesn't really get anything that can compete with storm kick as a reliable part of a high-DPS single target chain. To compare each set's best attack, storm kick does about the same DPA as crushing uppercut with a combo level or two. Storm kick is every second attack for MA, whereas crushing uppercut can only be every fifth attack at the absolute top end iirc. Cobra strike, CAK, and SJ's combo builders are all in the same ballpark so it isn't going to be a night and day difference exactly, but MA should still be one of your better bets for single target.
Advantages for SJ include extra aoe, the combo system and the different style of animations, if you're into that. I have both sets IOed to heck and back at 50 and I enjoy both of them probably about equally. My gut feeling is that MA is slightly stronger in the end.