Speed_Force

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  1. [ QUOTE ]

    Now, as to the OP, if you're looking for a good "set-it-and-forget-it" style */regen build, you're looking in all the wrong places. Rather than trying to tack on an extra 24 hp/sec, you'd be better served making your regeneration start acting on smaller amounts of incoming damage. Damage mitigation multiplies the effectiveness of damage recovery. Your best bet to get damage mitigation to more meaningful levels is +def IO set bonuses.

    [/ QUOTE ]

    The build currently has 12.2% melee defense which while not "huge" does help to some degree.

    My biggest problem with attempting to turn my DM/Regen scrapper into a "Poor man's Super Reflexes" is that frankly I don't want to play a set where my character's survival is based upon +Def and almost nothing else.

    That's the reason I passed over SR five years ago in the first place.

    While I have no objection to adding +def where I can squeeze it in, I am not looking to build a SR clone.

    Ultimately, I just want to play a powerset that "regenerates".



    If I can't make it work, then I'll probably just delete the character. I mean If I want to put all my eggs into a +def Basket with a little regen then I might as well just roll up a DM/SR, take Health and some +regen set bonuses and be done with it.
  2. [ QUOTE ]
    [ QUOTE ]
    Currently, the amount of total recharge time for DP is only 128.6 seconds with Hasten completely turned off. As in, never having been on at all.

    [/ QUOTE ]

    Yep, that's what I said in the last post too, 8.6s off of perma without Hasten ever existing.

    [ QUOTE ]
    Assuming that Hasten would be running for almost 90% of the time and consequently reducing the recharge time for DP every second that it is up, it should easily bring DP into perma status (barring -recharge attacks).

    [/ QUOTE ]

    I don't think that recharge works that way, Dull Pain is only getting the Recharge Bonus that makes it perma when Hasten is running. The game should stop providing Dull Pain the effect the second Hasten turns off, you may have to test to prove or disprove that, but that's how it should work.

    [/ QUOTE ]

    DP is not going to suddenly jump back to a total downtime of 128.6 the instant Hasten drops.

    Hasten does stop reducing the recharge timer on DP after it drops but the time remaining on DP doesn't jump all the way back to it's original unenhanced state. The timer picks up with the amount remaining and counts down from there using whatever +recharge modifiers are still in play.

    I have seen it work this way on several characters. It's especially obvious with a Radiation character who takes Hasten and Accelerate Metabolism. The two powers develop synergy and work to push each other's timers down.

    Edit: and I just tested it on a lvl 6 character with Hasten and no enhancements slotted.

    From the time I activated Hasten until it came back up was 6 minutes, 48 seconds as opposed to the base recharge time of 7 minutes and 30 seconds so yes, Hasten is effecting the cooldown timers exactly like I remembered it did.
  3. [ QUOTE ]
    Let me start by saying welcome back to game, I hope you enjoy your stay with us!

    That said the first thing I noticed when opening your build is that Hasten is not perma, which translates to Dull Pain not being perma. While Hasten is up the +Recharge it provides brings it's recharge to 128s with an up time of 120s; however, since there is an eight second gap in those numbers the +Recharge will wear off before Hasten will trigger again. that leaves you with these numbers for Hasten and Dull Pain:

    Hasten - Uptime: 120s, Downtime: 159.8s
    Dull Pain - Uptime: 120s, Downtime: 128.6s

    Somehow you need to find a way to snag another 8 seconds worth of recharge to keep Hasten, and Dull Pain perma.

    In fiddling around with the build I really can't get Hasten perma without losing your 722% Regeneration rate. So while I don't agree with Ryu on the idea of just making a Willpower character you can't easily get to the old levels of /Regen. Sorry.

    [/ QUOTE ]

    While I see your point about Hasten not being permanent, I don't see how Dull Pain could have the recharge gap you are describing.

    Currently, the amount of total recharge time for DP is only 128.6 seconds with Hasten completely turned off. As in, never having been on at all.

    Hasten also reduces it's own cooldown for every second that it is up and by my estimate currently would have a downtime of 13.6 seconds before reactivating based upon both the total global recharge and the recharge buff it is granting itself while up.

    Assuming that Hasten would be running for approximately 85% of the time and consequently reducing the recharge time for DP every second that it is up, it should easily bring DP into perma status (barring -recharge attacks).

    Now If I want to spend a completely crazy amount of influence on the build and start throwing purples at it I can get Hasten pushed to about 10 seconds of total downtime.

    Of course that pushes this build up in the 2 billion+ inf range which makes it insanely expensive (and about a billion past my total Inf from all my characters combined.)



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    speed force: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Fitness

    Hero Profile:
    Level 1: Smite -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg(23)
    Level 1: Fast Healing -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(3), Numna-Heal(5), Numna-Regen/Rcvry+(40)
    Level 2: Shadow Maul -- Dmg-I(A), Cloud-ToHitDeb/EndRdx/Rchg(5), Cloud-Acc/Rchg(13), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(25)
    Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(21)
    Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(34)
    Level 8: Siphon Life -- HO:Nucle(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Acc/Dmg(9), Theft-Acc/EndRdx/Rchg(25), Theft-Heal(31), Theft-Heal/Rchg(42)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(31), Dct'dW-Heal(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), HO:Golgi(19)
    Level 18: Dark Consumption -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Rchg(19), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Dmg/Rchg(39), Armgdn-Dmg(40)
    Level 20: Boxing -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(43), Amaze-Acc/Stun/Rchg(45), Amaze-Stun/Rchg(45), Amaze-Stun(46)
    Level 22: Tough -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(46), ImpArm-ResDam/EndRdx(50)
    Level 24: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
    Level 28: Instant Healing -- RechRdx-I(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal/Rchg(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
    Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Dmg/Rchg(33), Hectmb-Dmg(34), RechRdx-I(45)
    Level 35: Hurdle -- Jump-I(A)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Rchg+(39), LkGmblr-Def/Rchg(43)
    Level 41: Health -- Numna-Heal(A), Numna-Heal/EndRdx(42), Heal-I(42)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Whirlwind -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]3% DamageBuff(Smashing)[*]3% DamageBuff(Lethal)[*]3% DamageBuff(Fire)[*]3% DamageBuff(Cold)[*]3% DamageBuff(Energy)[*]3% DamageBuff(Negative)[*]3% DamageBuff(Toxic)[*]3% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]4.88% Defense(Psionic)[*]6.75% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]6.3% Max End[*]8% Enhancement(Heal)[*]54% Enhancement(Accuracy)[*]96.3% Enhancement(RechargeTime)[*]5% FlySpeed[*]35.1 HP (2.62%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 5.25%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 4.7%[*]MezResist(Terrorized) 6.9%[*]17% (0.28 End/sec) Recovery[*]110% (6.15 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]10.1% Resistance(Fire)[*]10.1% Resistance(Cold)[*]8% RunSpeed[/list]
    However, since the total recharge in the original build should easily keep DP running 100% of the time I don't see the need to add 2 billion Inf to the build just to gain a rather trivial amount of extra +recharge bonus (13.5%)
  4. Well this character was created the day the game went live five years ago and is already 50th level.

    I'm just trying to find a way to make it enjoyable to play rather than deleting it.

    (And I have no intention of starting over with a new /WP character so that option is out.)
  5. Since returning to the game and playing my "Regen" scrapper more I have come to the point of honestly hating the "Click to live" secondary set that it has become.

    As I seriously doubt that the Devs will allow me to switch secondaries (LoL) I have decided to attempt to rebuild a "Regeneration" scrapper as close to the old Regeneration set as is possible from the game today using the powers and IOs available to me.

    I am trying to do this on a budget of 500-700m Inf and without either wrecking my attack chain or crippling the character in other ways so that means he has to have a travel power, decent End recovery, etc.

    Right now the best I can manage to get my constant regen up to is 722% and 72.6 Hp per second (not terrible).

    This is with Dull Pain up as permanent, Instant Healing available roughly 50% of the time, Soul Drain with a 34 second cooldown and Reconstruction on an 18.6 second cooldown.

    It is my hope that with having Siphon Life integrated into the attack chain that I'll be able to get close to the old "Set and forget" regen concept of only having to hit click powers as Emergency fallback options and not as a matter of course just to survive.

    So far I have focused on Recharge, Regeneration and HP bonuses (in that order) and tried to balance the rest of the set bonuses to be as generally helpful overall as possible.

    My questions are..

    Has anyone else built this concept before? Did it work?

    Does this look "playable" with the powers and percentages listed?

    Have I missed anything? (I am far from an expert on IO sets and their bonuses).



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    speed force: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Fitness

    Hero Profile:
    Level 1: Smite -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg(23)
    Level 1: Fast Healing -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(3), Numna-Heal(5), Numna-Regen/Rcvry+(40)
    Level 2: Shadow Maul -- Dmg-I(A), Cloud-ToHitDeb/EndRdx/Rchg(5), Cloud-Acc/Rchg(13), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(25)
    Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(21)
    Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal(34)
    Level 8: Siphon Life -- HO:Nucle(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Acc/Dmg(9), Theft-Acc/EndRdx/Rchg(25), Theft-Heal(31), Theft-Heal/Rchg(42)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(31), Dct'dW-Heal(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), HO:Golgi(19)
    Level 18: Dark Consumption -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(19), Oblit-Dmg(36), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 20: Boxing -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(43), Stpfy-Acc/EndRdx(45), Stpfy-EndRdx/Stun(45), Stpfy-Acc/Rchg(46)
    Level 22: Tough -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(46), ImpArm-ResDam/EndRdx(50)
    Level 24: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
    Level 28: Instant Healing -- RechRdx-I(A), Numna-Heal/EndRdx/Rchg(29), Numna-Heal/Rchg(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), RechRdx-I(45)
    Level 35: Hurdle -- Jump-I(A)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), LkGmblr-Rchg+(39), LkGmblr-Def/Rchg(43)
    Level 41: Health -- Numna-Heal(A), Numna-Heal/EndRdx(42), Heal-I(42)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Whirlwind -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]4.88% Defense(Psionic)[*]6.75% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]6.3% Max End[*]25% Enhancement(Accuracy)[*]8% Enhancement(Heal)[*]3% Enhancement(Stun)[*]82.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]75.3 HP (5.62%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 7.45%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 6.9%[*]MezResist(Terrorized) 6.9%[*]7.5% (0.13 End/sec) Recovery[*]110% (6.15 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]8% RunSpeed[/list]
  6. Speed_Force

    Regeneration

    You do realize that by adding Psi resistance to the set you are pushing it back over into Willpower's territory again, right?

    The whole point of Regeneration is that it heals so fast that the type of damage shouldn't matter, they all heal up equally fast.

    Debuff resistance to -regen effects I can see being added. Probably in Resilience and Dull Pain.

    Debuff resistance to -recharge I have always thought should be inherent in Hasten thus making it available to everyone who wants to pick up that power.
  7. Speed_Force

    Regeneration

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    So pardon me for offending you but I am going to be sending complaint emails to the devs as often as I can asking for the set to be returned to the concept that I actually selected on the game's release day or at the very least an opportunity to select a different secondary as Regen currently has almost no resemblance to what I picked on the day that character was created.

    [/ QUOTE ]
    Being able to select a different secondary seems like a reasonable solution for your situation, but I don't believe they've allowed that in the entire history of the game, so I suspect that you're wasting your time. Knock yourself out asking, though.

    As far as returning the set to the original concept, just because you've been absent for years doesn't mean the game stopped while you were gone. You now have people who have been playing new Regen for years, and who love it. What makes you so important or so representative of overall player opinion that we should roll back the clock for you?


    [/ QUOTE ]

    I fully understand your point of view, I simply don't agree with it.

    At this point it is like they took Super Reflexes and suddenly changed it into a resistance set but left Elude as some sort of short term defensive buff in order to attempt to justfy the name of the powerset.

    The set isn't "Regeneration" anymore. It's "Click-heal and enjoy the animations which cut into your attack chain".

    One option I can see that could please everyone would be to expand the powerset with more choices, (say 10 powers instead of 8) with two versions of Instant Healing and Reconstruction.

    If you choose the option of taking the version of Reconstruction with the 60 second cooldown, you get the current version of Instant Healing with the +600% regeneration, 90 second duration and 650 second cooldown.

    If you take the alternate version of Reconstruction that has a 300 second cooldown the version of Instant Healing you get is a toggle with 200% base regen and the old percentage which can't be enhanced. (I say 200% because with IO options in the game, any more would push it back into game wrecking territory.)

    But this way, you get your "Click set" and I get my "set and forget" set.

    I know they'll never do it but the idea simply shows that it's possible to make a power set that has variable options in this game without having to build an entire new set every time they want to do it.

    [/ QUOTE ]

    This is a terrible idea and will never be introduced, instead of focusing on the well this isn't regeneration because...how about finding reasons why regeneration needs debuff resistance. This thread isn't about complaining about old regeneration verses the new one, if you would like to do that then I'd suggest making another thread. Please stay on topic.

    [/ QUOTE ]

    1. The title of the thread is "Regeneration". Not "Regeneration needs debuff resistance". As such that makes it fair game (IMO amd apparently several other people's) for any and all comments/criticisms regarding the set. If you wanted it to be solely about Debuff resistance then you should have added that to the title.

    2. If you want debuff resistance, then put the request to have it added to both Reconstruction and Resilience.

    There, problem solved.

    I just wish that my problems with the powerset were as easily fixed.
  8. Speed_Force

    Regeneration

    [ QUOTE ]
    [ QUOTE ]
    So pardon me for offending you but I am going to be sending complaint emails to the devs as often as I can asking for the set to be returned to the concept that I actually selected on the game's release day or at the very least an opportunity to select a different secondary as Regen currently has almost no resemblance to what I picked on the day that character was created.

    [/ QUOTE ]
    Being able to select a different secondary seems like a reasonable solution for your situation, but I don't believe they've allowed that in the entire history of the game, so I suspect that you're wasting your time. Knock yourself out asking, though.

    As far as returning the set to the original concept, just because you've been absent for years doesn't mean the game stopped while you were gone. You now have people who have been playing new Regen for years, and who love it. What makes you so important or so representative of overall player opinion that we should roll back the clock for you?


    [/ QUOTE ]

    I fully understand your point of view, I simply don't agree with it.

    At this point it is like they took Super Reflexes and suddenly changed it into a resistance set but left Elude as some sort of short term defensive buff in order to attempt to justfy the name of the powerset.

    The set isn't "Regeneration" anymore. It's "Click-heal and enjoy the animations which cut into your attack chain".

    One option I can see that could please everyone would be to expand the powerset with more choices, (say 10 powers instead of 8) with two versions of Instant Healing and Reconstruction.

    If you choose the option of taking the version of Reconstruction with the 60 second cooldown, you get the current version of Instant Healing with the +600% regeneration, 90 second duration and 650 second cooldown.

    If you take the alternate version of Reconstruction that has a 300 second cooldown the version of Instant Healing you get is a toggle with 200% base regen and the old percentage which can't be enhanced. (I say 200% because with IO options in the game, any more would push it back into game wrecking territory.)

    But this way, you get your "Click set" and I get my "set and forget" set.

    I know they'll never do it but the idea simply shows that it's possible to make a power set that has variable options in this game without having to build an entire new set every time they want to do it.
  9. Speed_Force

    Regeneration

    [ QUOTE ]
    Oh, good lord. Will old Regen DIE already?

    Regen has been a click set for a VERY long time now. How many YEARS has it been? I've long since gotten used to it, and with the clicks being the difference between it and Willpower. Please do not change the entire nature of the set AGAIN just because you're nostalgic for the good old days.

    To be sure, I loved old Regen. I was very mad when they nerfed it over and over and then changed the entire nature of the set. But I MOVED ON. I adapted and overcame. The set now is what it is, and I'm happy with what it is. And if you want to play something closer to old Regen, PLAY WILLPOWER.



    [/ QUOTE ]

    I quit playing originally over ED and finally convinced myself to give the game another chance last month during the anniversary week.

    My first 50th lvl character was my DM/Regen scrapper and he has always been my favorite...until lately.

    Franky, I loved the Old regen and am growing to hate the "new" click-tastic version.

    I would LOVE to be able to just swap the whole secondary to /WP (as that has more of the flavor of the regen set I remember) but for some reason the devs don't agree that I should be able to and so I am stuck now with a powerset that is completely different from what I wanted when I created the character and I don't really like it.

    To be honest, the only thing which has kept me from deleting the character entirely has been the changes to Dark Melee which I am still exploring.

    And no, I have ZERO intention of playing endless hours to level up another scrapper just to have something close to what I had for the first three years of the game.

    Some of us don't actually LIVE in the game and only have a few hours a week available for playing.

    So pardon me for offending you but I am going to be sending complaint emails to the devs as often as I can asking for the set to be returned to the concept that I actually selected on the game's release day or at the very least an opportunity to select a different secondary as Regen currently has almost no resemblance to what I picked on the day that character was created.
  10. Quick question.

    Are temp powers like Sands of Mu effected by the bonuses from IO sets like +recharge and +damage?

    Are they effected by powers like Hasten?

    (My guess would be no to both)

    Thanks.
  11. My WP (level 40) and Invulnerable (level 28) tanks both use Super strength for the secondary. I played them both a lot in the 20s and the WP just seemed to live through more Hell than the Inv tank, however I am fairly certain that isn't a good indicator of the later levels.

    If I go with a shield build then the secondaries I am looking at are:

    Super Strength: Nice rounded damage set, some mitigation/control, late bloomer though.

    Dark Melee: Stacking -toHit, decent damage that scales as more enemies are near, built in, quick recharging heal and Dark consumption helps offset shield's weaknesses (no heal, no steady End recovery), not very damaging against small numbers of enemies. Stacking with Sheild seems to be the FotM though and I don't like to follow trends.

    Fire: Lots of Damage, nothing else just damage.

    Axe: Never played it. Looks a lot like Super strength in terms of powers and effects while subbing lethal for smashing damage and build up for rage.
  12. Right now I have only one tank at 50th, a Fire/EM tank that honestly feels more like an undepowered scrapper in many situations.

    I am trying to build a more durable tank for both solo and team play and have been looking at the various primaries in Mids.

    From what I can tell, Stone is nigh indestructible after 35th (with Granite) but due to the debuffs is primarily for team play as the recharge and damage reductions make it harder to solo with. Before Granite, Stone just seems to be the weakest tanker set though. Great for TF runs not so good for solo content.

    Invulnerable is potentially as durable to S/L attacks and fairly close in the other categories but without the insane overall durability and drawbacks that Granite brings to Stone. Good for solo and Team TF play.

    Willpower lacks a lot of the overall durability but replaces it with fairly massive regeneration and has less of a problem with Psi damage than either Stone or Invulnerability. Great for soloing but not sure of how it fairs in TF tanking.

    Ice is pure defense (kind of the Super Reflexes of the Tank sets) and as such means that it is either fantastic or terrible depending on how the random number generator in the game sets up the hit rolls for the enemies. Most of the time you are fine but one really unlucky streak of hits can equal faceplant.

    Dark Armor is provides moderate protection and has a few neat tricks but is a fairly massive endurance hog. Seems a lot like the Fire set with maybe a bit more durability. Probably not what I am looking for.

    Shield Defense seems to be of moderate resistance and defense with some decent damage thrown in. Potentially a great solo build but not the best for Team TF situations.

    Based on this I am considering pushing either my Inv or WP tank to 50th or possibly running up a Shield tanker (again not too sure of their end game tanking potential) however not having played all of these various powersets to 50 I really can't be sure that my estimates are correct.

    If I have missed something then please chime in and let me know.

    Thanks.
  13. [ QUOTE ]
    Doing a Google search for Nexus Argos came up with full bio page with photo.
    https://www.virtueverse.com/index.ph...;printable=yes
    The character is almost an exact clone of Captain Mar'vell, even the bio. The kicker? at the bottom of the page it reads "Character influenced by Captain Mar-vell from Marvel Comics "

    [/ QUOTE ]

    The character looks like Mar-vell.

    The character has powers which emulate Mar-vell's.

    The character's backstory is close to Mar-vell's.

    The player even admits that the character was lifted from Mar-vell.

    Of course the bio and costume were wiped. If the name was wiped then that doesn't make much sense but the rest of it was just asking to be removed.
  14. ToD tends to run a higher price tag for a set than than Crushing Impact.

    The point was, since there would be no real added advantage in another CI set, switching to ToD at least adds something extra still to the party.
  15. A regen scrapper running IH can still hit +1320% regen (for maybe 50% of the time) but that leaves about 90 seconds out of every 3 minutes with passive regen capped around 700% (give or take) or about 32 seconds to regenerate a full bar of HPs.
  16. Well based upon your advice, I am going to set this up as my 2nd spec and see how it works..

    Mind you I don't have billions of influence to spend so I am having to go a cheaper route with non-epic sets.

    It manages perma dull pain (which should put me 5 points below the cap) and leaves only 10 seconds of downtime on hasten.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    speed force: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Concealment
    Power Pool: Leaping
    Ancillary Pool: Darkness Mastery

    Hero Profile:
    Level 1: Smite -- Acc-I(A), Dmg-I(3), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg(23)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(3), Heal-I(5), Numna-Regen/Rcvry+(40)
    Level 2: Shadow Maul -- Dmg-I(A), Cloud-ToHitDeb/EndRdx/Rchg(5), Cloud-Acc/Rchg(13), Cloud-Acc/EndRdx/Rchg(23), Cloud-%Dam(25)
    Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(21)
    Level 6: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(34), Dct'dW-Rchg(34)
    Level 8: Siphon Life -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), HO:Golgi(25), RechRdx-I(31)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(31), Dct'dW-Heal/EndRdx(31)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Integration -- HO:Golgi(A), HO:Golgi(17), HO:Golgi(19)
    Level 18: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(19), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-%Dam(42)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(40), ImpArm-ResDam/EndRdx(50)
    Level 24: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/EndRdx/Rchg(34), RechRdx-I(46)
    Level 35: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46)
    Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Petrifying Gaze -- RechRdx-I(A), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(43), BasGaze-Acc/Hold(43)
    Level 44: Dark Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/Rchg(45), Decim-Dmg/EndRdx(45), Decim-Acc/Dmg(46)
    Level 47: Whirlwind -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Dmg/EndRdx/KB(50), KinCrsh-Acc/Dmg/KB(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]5.5% Defense(Energy)[*]5.5% Defense(Negative)[*]4.88% Defense(Psionic)[*]10.5% Defense(Melee)[*]4.25% Defense(Ranged)[*]3% Defense(AoE)[*]6.75% Max End[*]75% Enhancement(RechargeTime)[*]8% Enhancement(Heal)[*]25% Enhancement(Accuracy)[*]5% FlySpeed[*]65.3 HP (4.87%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 10.2%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 6.9%[*]MezResist(Terrorized) 6.9%[*]4.5% (0.08 End/sec) Recovery[*]26% (1.45 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]8% RunSpeed[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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  17. [ QUOTE ]

    Personally, I've found Touch of Fear to be less stellar than you'd actually think, especially considering that most of the time it just sits there unused. You could easily get another few points of defense by putting those slots elsewhere for other set bonuses. +Hp is also less than needed for */Regen. If you get the +hp accolades, you're only 32 hp shy of the cap and you can easily get that just from tangential set bonuses.

    [/ QUOTE ]

    I disagree about Touch of Fear.

    As a power I find it indispensable fo taking on Bosses, EBs and AVs.

    The ability to quickly stack up fear effects means that you can essentially lock them down after a few seconds and once you have overcome their resistance you can effectively shut down their damage output.

    Of course they can and will still hit you in retaliation but this gives you the option of just stopping damage and keeping them in the fear animation for a few seconds if you need to give your hit points time to regenerate after a few lucky hits on their part. The -tohit doesn't hurt either.

    I find few things more amusing than watching an AV I am soloing do the "I'm so scared" animations.

  18. I don't know if this will help you but here is the WP/SS tanker that I am building on the "Superman" concept.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Iconic: Level 50 Science Tanker
    Primary Power Set: Willpower
    Secondary Power Set: Super Strength
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: High Pain Tolerance <ul type="square">[*] (A) Healing IO[*] (3) Healing IO[*] (34) Healing IO[*] (34) Resist Damage IO[*] (36) Resist Damage IO[/list]Level 1: Jab <ul type="square">[*] (A) Mako's Bite - Chance of Damage(Lethal)[*] (3) Touch of Death - Chance of Damage(Negative)[*] (15) Perfect Zinger - Chance for Psi Damage[*] (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (31) Mako's Bite - Accuracy/Endurance/Recharge[/list]Level 2: Fast Healing <ul type="square">[*] (A) Healing IO[*] (37) Healing IO[*] (37) Healing IO[*] (37) Regenerative Tissue - +Regeneration[/list]Level 4: Haymaker <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Endurance[*] (5) Crushing Impact - Accuracy/Damage/Recharge[*] (5) Crushing Impact - Damage/Endurance[*] (15) Crushing Impact - Accuracy/Damage[*] (23) Crushing Impact - Damage/Endurance/Recharge[/list]Level 6: Air Superiority <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (7) Crushing Impact - Damage/Recharge[*] (7) Crushing Impact - Accuracy/Damage/Recharge[*] (17) Crushing Impact - Accuracy/Damage/Endurance[*] (23) Crushing Impact - Damage/Endurance/Recharge[/list]Level 8: Rise to the Challenge <ul type="square">[*] (A) Healing IO[*] (9) Healing IO[*] (9) Healing IO[/list]Level 10: Mind Over Body <ul type="square">[*] (A) Impervium Armor - Endurance/Recharge[*] (11) Impervium Armor - Resistance[*] (11) Impervium Armor - Resistance/Endurance/Recharge[*] (50) Impervium Armor - Resistance/Endurance[/list]Level 12: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO[*] (13) Endurance Modification IO[*] (13) Endurance Modification IO[*] (40) Performance Shifter - Chance for +End[/list]Level 14: Fly <ul type="square">[*] (A) Freebird - FlySpeed[*] (48) Freebird - Endurance[/list]Level 16: Indomitable Will <ul type="square">[*] (A) Luck of the Gambler - Defense/Endurance/Recharge[*] (17) Luck of the Gambler - Defense/Endurance[*] (43) Luck of the Gambler - Defense[*] (50) Luck of the Gambler - Recharge Speed[/list]Level 18: Heightened Senses <ul type="square">[*] (A) Gift of the Ancients - Defense/Recharge[*] (19) Gift of the Ancients - Run Speed +7.5%[*] (19) Gift of the Ancients - Defense/Endurance/Recharge[*] (46) Gift of the Ancients - Defense/Endurance[*] (46) Gift of the Ancients - Defense[/list]Level 20: Knockout Blow <ul type="square">[*] (A) Crushing Impact - Damage/Endurance[*] (21) Crushing Impact - Accuracy/Damage/Recharge[*] (21) Crushing Impact - Damage/Recharge[*] (33) Crushing Impact - Accuracy/Damage[*] (34) Crushing Impact - Damage/Endurance/Recharge[/list]Level 22: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 24: Health <ul type="square">[*] (A) Healing IO[*] (25) Healing IO[*] (25) Healing IO[/list]Level 26: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (27) Endurance Modification IO[*] (27) Endurance Modification IO[/list]Level 28: Rage <ul type="square">[*] (A) Recharge Reduction[*] (29) Recharge Reduction[*] (29) Recharge Reduction[/list]Level 30: Boxing <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (31) Crushing Impact - Damage/Endurance[*] (42) Crushing Impact - Accuracy/Damage/Recharge[*] (43) Crushing Impact - Accuracy/Damage/Endurance[*] (43) Crushing Impact - Damage/Endurance/Recharge[/list]Level 32: Tough <ul type="square">[*] (A) HamiO:Ribosome Exposure[*] (33) HamiO:Ribosome Exposure[*] (33) HamiO:Ribosome Exposure[/list]Level 35: Weave <ul type="square">[*] (A) HamiO:Enzyme Exposure[*] (36) HamiO:Enzyme Exposure[*] (36) HamiO:Enzyme Exposure[/list]Level 38: Foot Stomp <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Recharge[*] (39) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (39) Scirocco's Dervish - Damage/Endurance[*] (39) Scirocco's Dervish - Damage/Recharge[*] (40) Scirocco's Dervish - Accuracy/Damage[*] (40) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 41: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[*] (42) Recharge Reduction IO[*] (42) Recharge Reduction IO[/list]Level 44: Laser Beam Eyes <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage/Endurance[*] (45) Thunderstrike - Damage/Recharge[*] (45) Thunderstrike - Damage/Endurance[*] (45) Thunderstrike - Accuracy/Damage[*] (46) Thunderstrike - Damage/Endurance/Recharge[/list]Level 47: Strength of Will <ul type="square">[*] (A) Impervium Armor - Endurance/Recharge[*] (48) Impervium Armor - Resistance/Endurance/Recharge[*] (48) Impervium Armor - Resistance/Recharge[/list]Level 49: Taunt <ul type="square">[*] (A) Mocking Beratement - Taunt/Recharge[*] (50) Mocking Beratement - Taunt[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]1.56% Defense(Fire)[*]1.56% Defense(Cold)[*]2.5% Defense(Energy)[*]2.5% Defense(Negative)[*]6.88% Defense(Psionic)[*]1.25% Defense(Ranged)[*]3.13% Defense(AoE)[*]5.85% Max End[*]53% Enhancement(Accuracy)[*]27.5% Enhancement(RechargeTime)[*]4% FlySpeed[*]133.5 HP (7.13%) HitPoints[*]4% JumpHeight[*]4% JumpSpeed[*]MezResist(Held) 2.2%[*]MezResist(Immobilize) 12.1%[*]9% (0.15 End/sec) Recovery[*]28% (2.19 HP/sec) Regeneration[*]2.5% Resistance(Fire)[*]3.13% Resistance(Negative)[*]11.5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Mako's Bite[u]
    (Jab)<ul type="square">[*] MezResist(Immobilize) 3.3%[*] 28.1 HP (1.5%) HitPoints[/list][u]Crushing Impact[u]
    (Haymaker)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
    (Air Superiority)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Impervium Armor[u]
    (Mind Over Body)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[*] 2.25% Max End[/list][u]Freebird[u]
    (Fly)<ul type="square">[*] 8% (0.63 HP/sec) Regeneration[/list][u]Luck of the Gambler[u]
    (Indomitable Will)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 21.1 HP (1.13%) HitPoints[*] 9% Enhancement(Accuracy)[*] 7.5% Enhancement(RechargeTime)[/list][u]Gift of the Ancients[u]
    (Heightened Senses)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Resistance(Fire)[*] 1.8% Max End[*] MezResist(Held) 2.2%[*] 7.5% RunSpeed[/list][u]Crushing Impact[u]
    (Knockout Blow)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Crushing Impact[u]
    (Boxing)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 21.1 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
    (Foot Stomp)<ul type="square">[*] 10% (0.78 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] 3.13% Defense(Psionic)[/list][u]Thunderstrike[u]
    (Laser Beam Eyes)<ul type="square">[*] 2% (0.03 End/sec) Recovery[*] 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)[*] 7% Enhancement(Accuracy)[*] 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight[/list][u]Impervium Armor[u]
    (Strength of Will)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[/list][u]Mocking Beratement[u]
    (Taunt)<ul type="square">[*] 1.8% Max End[/list]
    I'm trying to keep the budget to under 300m (The Hami enhancements I have left over from pre-I6) so it's not the "best" build but should be functional.

    I am also taking taunt last because I find that if I am watching what is going on around me I generally have no problem getting/holding agro.
  19. [ QUOTE ]
    I'm curious what the point is - you can't perma Power Sink (it's an endurance drain/refill power so has a pretty much instantaneous effect) and you can get Hasten perma if you're going to be pushing that many purples by picking up a couple extra defense powers for LotG +recharges.

    Yes, the build looks playable, but it's pretty expensive for "playable".

    [/ QUOTE ]

    Interesting information about Power Sink.

    Mids lists it as having a duration of 13.5s so I assumed that it was a DoT vs. End that was being established upon activation.

    If that isn't the case and it is basically like "Consume" then it is still beneficial to speed up it's cool down by as much as possibel.
  20. Since the Rogue announcement I started looking at playing a Brute (to ultimately port over to Blue side).


    After looking at the Electrical/Electrical combination it looks like i would be possible to almost pull off Perma Hasten and Perma Power Sink while having Build up on a 27 second cool-down..

    On top of that, the character wouldn't really need a travel power and thus wouldn't have it's effective movement suppressed in combat.

    Does this look right?

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Havoc Punch <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (7) Crushing Impact - Damage/Endurance[*] (7) Crushing Impact - Damage/Recharge[*] (34) Crushing Impact - Accuracy/Damage/Recharge[*] (46) Crushing Impact - Accuracy/Damage/Endurance[*] (46) Crushing Impact - Damage/Endurance/Recharge[/list]Level 1: Charged Armor <ul type="square">[*] (A) Titanium Coating - Resistance[*] (3) Titanium Coating - Resistance/Recharge[*] (3) Titanium Coating - Resistance/Endurance[*] (21) Titanium Coating - Endurance[/list]Level 2: Lightning Field <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Recharge[*] (31) Obliteration - Damage/Recharge[*] (36) Obliteration - Accuracy/Recharge[*] (37) Obliteration - Damage[*] (43) Obliteration - Accuracy/Damage/Endurance/Recharge[/list]Level 4: Jacobs Ladder <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Recharge[*] (5) Obliteration - Damage/Recharge[*] (5) Obliteration - Accuracy/Recharge[*] (15) Obliteration - Damage[*] (15) Obliteration - Chance for Smashing Damage[*] (46) Obliteration - Accuracy/Damage/Endurance/Recharge[/list]Level 6: Swift <ul type="square">[*] (A) Run Speed IO[*] (50) Run Speed IO[/list]Level 8: Thunder Strike <ul type="square">[*] (A) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (9) Obliteration - Damage[*] (9) Obliteration - Accuracy/Recharge[*] (36) Obliteration - Accuracy/Damage/Recharge[*] (36) Obliteration - Damage/Recharge[*] (37) Obliteration - Chance for Smashing Damage[/list]Level 10: Conductive Shield <ul type="square">[*] (A) Impervium Armor - Resistance[*] (11) Impervium Armor - Resistance/Endurance/Recharge[*] (11) Impervium Armor - Resistance/Endurance[*] (13) Impervium Armor - Resistance/Recharge[*] (13) Impervium Armor - Endurance/Recharge[/list]Level 12: Static Shield <ul type="square">[*] (A) Resist Damage IO[/list]Level 14: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (37) Recharge Reduction IO[*] (43) Recharge Reduction IO[*] (48) Recharge Reduction IO[*] (48) Recharge Reduction IO[*] (48) Recharge Reduction IO[/list]Level 16: Grounded <ul type="square">[*] (A) Aegis - Resistance/Endurance[*] (17) Aegis - Resistance[*] (17) Aegis - Psionic/Status Resistance[/list]Level 18: Chain Induction <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage/Recharge[*] (19) Crushing Impact - Damage/Endurance[*] (19) Crushing Impact - Damage/Recharge[*] (40) Crushing Impact - Damage/Endurance/Recharge[*] (45) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 20: Lightning Reflexes <ul type="square">[*] (A) Run Speed IO[/list]Level 22: Health <ul type="square">[*] (A) Regenerative Tissue - +Regeneration[*] (23) Healing IO[*] (23) Healing IO[/list]Level 24: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (25) Endurance Modification IO[*] (25) Endurance Modification IO[/list]Level 26: Lightning Clap <ul type="square">[*] (A) Absolute Amazement - Endurance/Stun[*] (27) Absolute Amazement - Chance for ToHit Debuff[*] (27) Absolute Amazement - Accuracy/Stun/Recharge[*] (42) Absolute Amazement - Stun/Recharge[*] (43) Absolute Amazement - Accuracy/Recharge[/list]Level 28: Conserve Power <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 30: Build Up <ul type="square">[*] (A) Recharge Reduction IO[*] (31) Recharge Reduction IO[*] (31) Recharge Reduction IO[/list]Level 32: Lightning Rod <ul type="square">[*] (A) Armageddon - Damage/Endurance[*] (33) Armageddon - Damage[*] (33) Armageddon - Damage/Recharge[*] (33) Armageddon - Accuracy/Damage/Recharge[*] (34) Armageddon - Accuracy/Recharge[*] (34) Armageddon - Chance for Fire Damage[/list]Level 35: Power Sink <ul type="square">[*] (A) Recharge Reduction IO[*] (40) Recharge Reduction IO[*] (50) Recharge Reduction IO[*] (50) Recharge Reduction IO[/list]Level 38: Boxing <ul type="square">[*] (A) Hecatomb - Accuracy/Damage/Recharge[*] (39) Hecatomb - Damage/Recharge[*] (39) Hecatomb - Accuracy/Recharge[*] (39) Hecatomb - Damage/Endurance[*] (40) Hecatomb - Damage[/list]Level 41: Tough <ul type="square">[*] (A) Resist Damage IO[*] (42) Resist Damage IO[*] (42) Resist Damage IO[/list]Level 44: Weave <ul type="square">[*] (A) Defense Buff IO[*] (45) Defense Buff IO[*] (45) Defense Buff IO[/list]Level 47: Electrifying Fences <ul type="square">[*] (A) HamiO:Nucleolus Exposure[/list]Level 49: Ball Lightning <ul type="square">[*] (A) HamiO:Nucleolus Exposure[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth[*] (21) Celerity - RunSpeed[*] (29) Run Speed IO[*] (29) Run Speed IO[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Fury
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]9% DamageBuff(Smashing)[*]9% DamageBuff(Lethal)[*]9% DamageBuff(Fire)[*]9% DamageBuff(Cold)[*]9% DamageBuff(Energy)[*]9% DamageBuff(Negative)[*]9% DamageBuff(Toxic)[*]9% DamageBuff(Psionic)[*]3.75% Defense(Smashing)[*]3.75% Defense(Lethal)[*]3.13% Defense(Fire)[*]3.13% Defense(Cold)[*]1.88% Defense(Psionic)[*]7.5% Defense(Melee)[*]1.56% Defense(AoE)[*]2.25% Max End[*]86% Enhancement(Accuracy)[*]55% Enhancement(RechargeTime)[*]56.2 HP (3.75%) HitPoints[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 6.6%[*]MezResist(Sleep) 2.2%[*]MezResist(Stun) 8.8%[*]14.5% (0.24 End/sec) Recovery[*]7.56% Resistance(Fire)[*]7.56% Resistance(Cold)[*]5% Resistance(Toxic)[*]4.75% Resistance(Psionic)[*]5% RunSpeed[/list]------------
    [u]Set Bonuses:[u]
    [u]Crushing Impact[u]
    (Havoc Punch)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 2.5% Resistance(Psionic)[/list][u]Titanium Coating[u]
    (Charged Armor)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 22.5 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[/list][u]Obliteration[u]
    (Lightning Field)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
    (Jacobs Ladder)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Obliteration[u]
    (Thunder Strike)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Impervium Armor[u]
    (Conductive Shield)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[*] 2.25% Max End[*] MezResist(Held) 2.75%[/list][u]Aegis[u]
    (Grounded)<ul type="square">[*] 5% RunSpeed[*] 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)[*] 2.25% Resistance(Psionic)[/list][u]Crushing Impact[u]
    (Chain Induction)<ul type="square">[*] MezResist(Immobilize) 2.2%[*] 16.9 HP (1.13%) HitPoints[*] 7% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[/list][u]Absolute Amazement[u]
    (Lightning Clap)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Armageddon[u]
    (Lightning Rod)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[*] 5% Resistance(Toxic)[/list][u]Hecatomb[u]
    (Boxing)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Celerity[u]
    (Sprint)<ul type="square">[*] MezResist(Immobilize) 2.2%[/list]



    Keep in mind that I am sure this isn't the "best" build of this type. It is just something I threw together to see how the recharge reduction and movement speeds could be stacked.
  21. As a /shield scrapper, how would he pick up the Fire aura at 30th? Is there a IO that grants a damage aura as a power now?
  22. [ QUOTE ]


    So let's... what?

    Jump in a time machine and go back before all of this happened?




    [/ QUOTE ]

    Fine by me.

    As far as I am concerned they should scrap the whole PvP concept all together and go back to spending the manhours improving the "real" game.

    Or at the very least alter powers only on the Arena Server for PvP and leave the rest of the game as it was before the blasted nuisance went active on Test.

    Nothing Jack has said or done over the past two weeks has convinced me that the changes on Test make the PvE game "Better" or "More fun". I've tested my characters there and my reaction to 95% of these changes has been to basically walk away from the game and go find something else to do.

    At this point the changes appear to be overwhelmingly based upon PvP considerations and are contributing to a spiraling loss of play value in the game for myself and everyone I know who plays.

    So long as there is any level of character-power customizing allowable in the Game engine there is no way they will ever make all the ATs equal in PvP.

    Continuing to attempt to weaken all of the powersets until they are "equal" will not only make the game as fun as Rock/Paper/Scissors but will cause it to not see a 2nd anniversary at this rate.
  23. [ QUOTE ]
    [ QUOTE ]
    1. SJ/SS have worked this way since launch and yet only now is it so much of a problem that it had to be fixed.

    2. Disciplines were given nearly double duration because of the problems squishes had with mez, but only NOW are they being replaced with break frees that have a substantially lower duration which has the curious effect of making mez effects viable in PvP.

    3. MoG and Elude getting changed although many regens and SR players don't respec out of all their other powers, unlike Unstoppable, but DO take on all comers in PvP.


    [/ QUOTE ]

    1. Actually, we've tweaked SS in the past; the issues with SJ have slowly evolved over time.

    2. Disciplines haven't been around all that long; we've changed the way they work and their duration in response to player feedback - in PvE AND PvP. The "Break Free" changes started before the Arena was even implemented (internally, at least).

    3. I think I explained the issues with perma-powers in the explanations. I've mentioned my concern about them for quite some time.

    Is PvP a consideration? Sure. Is it THE consideration? No. Each of your points were primarily PvE issues.

    [/ QUOTE ]

    I'm sorry Jack but comments like these do little or nothing to convince me these changes are based on anything other than PvP considerations.

    Give us some real data to help us understand what if any real PvE issues these changes are based upon and then maybe we'll understand but so far it's been more a case of "Statesman's opinion" and "We feel that" commentary which tend to weaken the explanation considerably and as none of these items were "issues" before people started complaining about them in PvP...

    ...Well you begin to see the problem now, don't you?