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I might be the last person to notice that sign in the AE building. I was stunned to find that there is a separate AE area with power suppression. Very cool. Can we get one for the markets?
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Would it be possible to have it follow us around, like Voltaic Sentinel? That would be kinda neat.
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I've slapped Kinetic Combat into four slots for the defense bonus. Currently planning to slot at least one plain end reduction into it; I might or might not steal the sixth slot for something else, still haven't decided.
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I think they meant Munitions Mastery.
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Yeah, well, uh....my bad. Reset your sarcasm meters and carry on, please! -
Defenders aren't doing much better.
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AR/Dev with MM.... I always have an AOE attack up and ready to go...
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Well, yeah, there's no question -- once you have AR, Devices, and Mental Manipulation, you've got the AoE power of three powersets. That can't be matched. -
Okay, I admit I'm no master of math, but let me try and rough this out.
That third slot in Swift adds about 14.3% (99.1 with 3 50 IOs vs 84.8 with 2). Swift is +.35 to run speed, so that's roughly .05 increase in run speed. If base run is...what...21 mph at level 50, according to TopDoc's guide...that adds... 1.05 mph to your foot speed.
Armageddon...hrm...before ED considerations, the IOs add up to 59.6% accuracy, 145.7% damage (obviously that will be cut back by ED), 33.1% end reduction and 92.7% recharge. Adding one lvl 50 plain end reduction IO to that would move the end red to 75.5%.
Foot Stomp costs 18.512 end (rounding off some decimal places, God knows why it calculates to such tiny increments) according to City of Data.
Foot Stomp will cost 18.512/1.331 = 13.91 end slotted your way. Or 18.512/1.755 = 10.55 slotted the other way.
Foot stomp (using the proposed slotting) recharges in 20/1.927 seconds, or 10.378 seconds.
That's usable 60/10.378 = 5.781 times every minute. The 3.36 end per use difference in the slotting, over a minute, is 19.42 end/minute.
Stargazer writes in this thread that Performance Shifter procs give 0.2 end/sec average. Variability in either direction, but that's the mean. 0.2*60 seconds = 12 end/minute.
So in continuous battle (obviously a hypothetical condition), that one mile an hour run speed is eating up all the benefit of one of your Performance Shifter procs and more than half the benefit of the second proc, all by itself.
If I have done the math right.
Maybe that will help you with this issue:
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It's just that I love having unlimited endurance and being able to attack constantly.
Running all my toggles plus using Foot Stomp and Knockout Blow whenever they are available and the Rage Crash worries me...
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My thinking runs very much in line with HelinCarnate's above, unless I am trying to do something specific.
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reading the last 3 posts is fine to
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You mean the one that says "it looks like it was fixed" and the other one that says "if so, it must be in the very latest patch because I didn't see it a few days ago?" Yeah, those really make a persuasive case that it's nailed down.
In a forum where people constantly make assertions that we all know are wrong, I think it's unnecessary for you to act like those two tentative opinions changed our understanding irrefutably and then get on my case for being enthusiastic. -
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Well Foot Stomp is going to be getting 5 Armageddon's.
As for the extra fire/cold defense you mentioned, I am already soft-capped for that.
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Well I can't comment on slotting that wasn't in the posted build.But still, is there anything you can cram into a sixth slot on FS? I personally can't stand to underslot the really major powers, especially if I'm three-slotting Swift or something.
Regarding softcapping, my apologies. I don't have Mid's, and it's a lot of trouble for me to look up and add up all the IO enhancement values and set bonuses, so I'll take your word for it -- but most of your defense powers look underslotted for enhancement percentage, some don't get the set bonuses (like the Aegis), and although my Willpower experience is with Scrappers, mine wasn't at all close to the softcap with Weave, CJ, and Heightened Senses all optimally slotted. I can't see what you're looking at, but it doesn't look offhand like a soft-capped build. I do recall the problems Mids users have with Shield Defense always showing extra defense, are you sure you're softcapped in-game and not just in Mids? I don't mean to sound like I doubt you; I'm just caught by surprise that you're at the soft cap. -
Well, there's a lot I would do differently with that build.
For starters, I would frankenslot Foot Stomp for dmg, rech, acc, and end red in that order of priority.
Secondly, I'd drop Conserve Power for super leap. You have Quick Recovery, Stamina, Miracle and Numina uniques, and TWO Peformance Shifter procs. If you can't get by on that, don't hit Conserve Power, hang it up. Thousands of players do fine with plain Stamina; you'll have grossly more recovery than them.
You have an enormous stockpile of energy to power your gun, but your gun (Foot Stomp) is undersized.
Thirdly, I'd pull the extra slots out of Swift, and probably Indomitable Will. Combined with the two slots you're no longer putting in Conserve Power, that's 5 slots to distribute to Jab (needs acc), Foot Stomp, and Strength of Will (one more slot gets you the Aegis 3.13% Fire/Cold defense bonus). And maybe Taunt -- Taunt has some really great set bonuses available.
Check the enhancement numbers on your key powers -- are you getting full healing value from Rise to the Challenge? Is Rage perma? Are you getting the best defense value out of Weave and Heightened Senses?
Set bonuses are nice, but make sure you're getting good, if not max, value out of the powers themselves. -
I should add that I recently IOed out my own Inv/SS Tanker and I differed a bit from CMA's template. I found the entire exercise slot-hungry. I doubt it's possible to be all things; while I did hit (and slightly exceed, for padding against debuffs) the softcap on two of the three basic typed damage categories and come close on the third, I did so at some cost to my attacks, and at considerable cost in terms of giving up regen bonuses and forcing myself into certain power picks. Basically I looked for large set bonuses to typed defense from small numbers of slots.
Don't take that the wrong way -- I like the end result. But I couldn't go hog wild on everything and had to prioritize (which I think is the correct approach in game design, anyway).
Some helpful links:
http://wiki.cohtitan.com/wiki/Catego...ashing_Defense
http://wiki.cohtitan.com/wiki/Catego...Energy_Defense
http://wiki.cohtitan.com/wiki/Catego...e_Fire_Defense
Note you can use the little hourglass at the top of each column to sort the columns by bonus % or number of slots required, for example. -
I don't think we can do anything more concrete than speculate. I would note that not all rewards are doubled -- exp is, prestige and inf might be (can't recall), merits and tickets won't be.
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Generally the advice is to pursue typed defense for Inv, and perhaps regen percentage bonuses too. The best overall guide for this is CMA's softcap guide.
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Others do and have not cared for the weakness in offense with tanks since I4.
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But...Tankers don't have a weakness in offense. They're strong in offense. Your argument that they should be stronger does not in any way make them weak. -
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Unless they wanted to give Mesmerize the ability to slot recharge in to it... That still irks me, even is I can slot multi-aspect enhancers in it to work on that.
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I thought I read something about that getting fixed. -
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Super Jump will not help you there, and you'll fall off the bridges if you have a Kin.
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Hey! You take that back! I fall off bridges all on my own, unbuffed, thank you very much! -
Is the (low-level) travel really so bad compared to other games? I've heard horror stories about traveling for hours while tabbed over to the Internet or watching TV. I haven't played many other MMOs seriously, but I've watched players in other games trying to meet a shuttle or ferry at an appointed time because there's a looong wait if they miss it, and I've played some non-multiplayer big games (Daggerfall/Morrowwind series) in which travel felt much more tedious than it does here, and one could get permanently lost in some of the huge dungeons.
And of course once you get travel powers things are very different. Not only do they solve a lot of problems, they make me feel super in and of themselves. I've got a character now who's 39 without a travel power and, although he's playable, I feel enormous contrast whenever I switch over to one of my other characters with a travel power. Soaring over the city, leaping into the air and immediately leaving the enemies far behind, rocketing down the main drag in Steel canyon of Super Speed, these things are just cool sometimes. -
How's the endurance, in practice? Last power could be Conserve Power, but I wouldn't if you aren't feeling any pinch.
Edit: Just looked at the build more closely. I guess endurance hasn't troubled you. :P
If you decide to go for typed defense bonuses, you could throw one more slot into that final power and take the hold you're thinking of with two Basilisk's Gaze IOs for another 2.5 energy/neg defense. That gets you the hold with a little accuracy and whatnot, gives you some defense, and only consumes one placeable slot. -
Note that if you're Storm secondary, Steamy Mist has Confusion protection in a wide radius -- it will almost always protect your pet. I've seen purple bubbles and strange behavior on Jack Frost for only a few seconds two or three times in a year. Feel free to use the proc if you've got Steamy Mist.
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You're doing it wrong if it costs you "billions". Both in building it and playing the market.
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My purpled-out build says otherwise.
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Wow, you found room for purples?
I have just finished* painstakingly slotting out my Inv/SS Tanker for typed defense. (*Finished subject to the caveat that he's 48 so he has 1 power and 4 more slots [counting the default in that power] to go, and I also am still waiting on two bids to come in that will boost his +regen. The defense part's all done though.)
I feel like I had no room for purples, because purples don't have typed defense bonuses. Pretty much all my powers have sets for typed defense bonuses (and through careful planning, still pretty good enhancement values). My utility powers are either one-slotted or in the case of Dull Pain, can't be purpled.
I do have room for the Hecatomb proc in Jab, but I might stick another end reducer in there instead. that's just one IO though, not a set.
Maybe I'm misunderstanding -- are you purpling AND soft-capping? I'm not being sarcastic, I'm feeling like I must have missed something. -
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My Stone/Stone tank is near un-killable.
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The only weakness my Stone has is End. Not a big deal but running on some TFs without a /kin I forget about the rage and hasten crash so I just have to adjust and not use rage or eat more blues.
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You have a Stone/Stone with Rage? -
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this whole thread
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[censored] [censored] [censored] [censored] [censored] [censored]
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Someone with a flashing My Little Pony avatar is complaining about catgirls? -
Storm Kick, Crippling Axe Kick, Crane Kick are the big three to chain. Crane Kick can be used last and will serve a finisher on minions; it won't matter on AVs or monsters; on LTs and bosses you can aim them at walls or just run forward a tad, or withhold it from your chain until it'll finish them.
I personally like EC even despite the long animation. I throw it into my own attack mix a lot.
Storm Kick is your best damage per time unit -- and, strictly considering damage over animation time, one of the best attacks available to Scrappers. If you want to hunt big game, you should use SK as much as possible. You know those "Touch my awesome button" videos? Storm Kick is your awesome button -- touch it every time you see it recharged!