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Posts
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Joined
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Yeah, so I reiterate, if you can soft-cap without gimping the build, it can't be that weak, correct?
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Here's an excerpt from an upcoming MA guide that I'm hoping to get out before the next issue goes live. It might reiterate some of the things said above, but it also includes stuff that doesn't hurt to be known.
SECONDARIES
Because of the single-target nature of the Martial Arts set and some of its other properties, there are certain considerations for some secondary Defense Powersets.
Dark Armor
The significance of this powerset is the Oppressive Gloom power. This toggle has a mag2 Stun aura in an 8 ft. radius. Stacked with Cobra Strike or Eagle's Claw, this power can reliably keep bosses stunned.
Fiery Aura
Some of Fiery Aura's PBAoE attacks could help round out Martial Art's lack of AoE attacks. MA's only AoE, Dragon's Tail, could also be useful to keep multiple mobs in melee range for Fiery Aura to do its work.
Invulnerability
Invulnerability's highest potential comes in herding multiple mobs around itself, due to the Invincibility power. But this does run counter to Martial Art's focus on few mob targets. Otherwise, the sets themselves are compatible but a player needs to be aware of varying levels of performance through the length of some fights, and whether fighting solo or on teams.
Regeneration
This set is powerful and versatile so it works well with all sets. However, many of its core powers are click activated, which causes redraw for weapon sets. Because Martial Arts does not have any weapons to be drawn, some players who are decided on the Regeneration set might consider Martial Arts as an option. This is also a powerful set in solo or small team settings, which works well with Martial Art's focus.
Shield Defense
This set can be used to increase the damage potential of a Martial Arts Scrapper. Shield Charge also supplements another AoE attack to assist Martial Arts against multiple targets. Shield Defense is a late bloomer, so damage mitigation from your primary, such as Crane kick and possibly Cobra Strike, would be useful in the early levels.
Super Reflexes
This reliable set works well for all primary sets, including Martial Arts. Like Shield Defense, this is also a late blooming set, so using your primary for damage mitigation is definitely recommended, particularly at lower levels.
Willpower
Just as Invulnerability, Willpower becomes more powerful when surrounded by more targets. And just as Invulnerability, a MA/Willpower Scrapper would need to find a balance between its primary and secondary powersets. -
Well, if you can soft-cap a Bane, it can't be that bad, correct?
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As said above, sets with recharge bonuses are your best bet. These include 5-slotted Crushing Impacts, 5-slotted Doctored Wounds, 5-slotted Obliterations, the LotG +Recharge IOs, and 5-slotted Adjusted Targetings. There are other sets but these are the most likely ones you will get first.
As Regen, you can hit the HP cap easily with Dull Pain and the Accolades, so it's best to get regen bonuses over HP, though you can tend to get both bonuses in a single set.
Defense bonuses are not a bad idea, but you will need to accumulate a significant number of defense to make them count. In fact, it would do well to go with def+ powers like Weave and CJ, where you can slot LotGs that give regen and HP bonuses as well as the +recharge IO. Then getting defense bonuses would add more with each bonus. -
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brutes must play non stop. there is no waiting for people to res. no waiting for people to catch up. no waiting for fulcrum to recharge. no waiting for a fresh sb/fort/forge. no waiting.
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Hey this sounds familiar.....WAIT A MINUTE that's how I play my SCRAPPERS...all of them.
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Yeah, you beat me to it! -
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It goes back to a point made earlier. In order for brutes to maintain their damage output parity with scrappers, they must play like brutes. Meaning running from spawn to spawn resting as little as possible in order to maintain fury.
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Wait, this sounds just like scrapper-lock. I couldn't imagine playing a scrapper any other way, short of the team telling me to wait for the tank to herd. Hmmm, so in order for a Brute to have damage output as a scrapper does, then it needs to play like a brute, which is very similar to how a scrapper plays like.
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SCRAPPER AND BRUTE DAMAGE OUTPUT IS EQUITABLE. IT IS EQUAL IN THE LONG RUN. IT HAS PARITY.
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Hmm, so if a scrapper's damage and brute damage is pretty much equal for the most part, and that they have similar playstyles, then what makes them different in the first place?
It has been said that brutes actually have more survivability (I'm going by the numbers, not necessarily by hard research). Okay, so that's the difference. What if we were to make a comparison here....
scrapper damage = brute damage (in the long run, regardless of mechanics)
scrapper survivability < brute survivability (just by the numbers, at least)
It would seem that brutes would be better than scrappers, short of available sets and environment, given the assumptions above. But if that really true?
Now brute damage can only reach scrapper damage if it builds up its fury up to a significant amount. Now many people here on this thread and the one before have said that reaching any given number of Fury is easy and normal in game play, whether that number be 50%, 75%, or even 90%.
That's where the crux of the two arguing sides seem to be. At what fury level does a brute need to equal or even surpass scrapper's damage output? And what survivability risk does a brute assume when trying to reach that fury level? That is would probably be one (but not exclusive, of course) balancing aspect of the two ATs. Now I know there are some uber players here that can do crazy stuff and all, but let's put that aside for right now.
Given a "standard" brute (ignoring how loaded that assumption is), what is its risk when it tries to maintain scrapper damage? If the survivability risk is equal to or less than a scrapper doing the same thing, then yeah, definitely brutes are statistically better than scrappers. But if a brute's survivability risk is greater than the risk that a scrapper takes doing the same scenario, then the brute's damage capabilities is balanced in that "a greater risk would bring a greater reward."
Now consider the same questions but using buffed up, IO'ed, 133+, uber-madd-skillz player brutes and scrappers. Would the answers change in this scenario? Would that need to be taken into consideration for balance?
Most of these are open questions that I really don't have the answers for, but someone out there might know, or know how to get them.
As for risk assessment, I'm also clueless on how to do that, since there are too many scenarios with different risks to make assessments for. -
Reading this last post has me thinking of the roles of the different ATs of this discussion.
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Scrappers are the flip side to the tank. They don't have gauntlet. Their only taunt is single target. They have very low aggro management. If we left them at that, no one would ever play a scrapper. So what do they have to balance the AT? High damage.
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This perspective seems to be a bit skewed. This statement here seems to imply that scrapper's damage is a result to balance the AT, rather than to define its role. The way that I see it is that the scrapper's damage is what defines the AT and its role. When you want damage, a scrapper or a blaster is the way to go for hero side.
Once the role of the scrapper is defined, then other details are added in to balance it out with the ATs. Of course, it's not always ideal this way.
I can understand what both sides are saying in this discussion, but there seems to be a loss of perspective here that is skewing perspectives on both sides.
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A brute is ONLY as capable of handling the same conflicts as a scrapper if he PLAYS like a scrapper and gives up the fury that he needs to equal scrapper damage output.
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This got me thinking. If a brute is not playing like a scrapper, then how else can it play like? I'm sure it can also function as a tank since I've seen it before. Also, I'm unclear of what it means by "capable of handling the same conflicts." Does this mean able to survive said conflicts, or resolving said conflict in a certain amount of time? -
So what's the whole point of this thread? I started reading it, but then comparisons to /SR were made, and now I'm lost. What is being argued here?
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Does anyone know how damage procs operate on toggles that are placed on enemies, such as Cold's Snow Storm from Rad's Radiation Infection?
Does it work on the "10-second" check or does it use a different mechanic altogether? -
Just to follow up on the "psi hole" on regen. For the most part, Regen can handle psi damage as anything else. However, its Tier9 power, Moment of Glory does have a psi hole in it. That again plays into player skill and awareness. I can't tell you how many times I hit MoG against a psi0using mob when I should have hit Dull Pain or even Recon.
Alternatively, Willpower does have build-in powers that provide substantial damage mitigation against psi. This is not to say that one is better/worse than the other for psi damage, but they both respond differently to it. -
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I have to disagree with the thought that 90% fury isn't easily attainable. Against hard targets boss, eb, av, pylon it's a given.
Solo and sprinting between spawns to keep downtime to a minimum, I'll fluctuate between 70 and 90, only dipping to 70 right before connecting with the next spawn.
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Okay, I'll concede that 90% Fury may not be all that difficult attain, particularly if you are going against some stacked mobs. But which standard are we using for attaining that number? Are we using the general run-of-the-mill soloing experience, or are we using "Okay, let me solo this 8-man Unyielding/Invincible spawn!" experience?
If the average Fury were set to around 70-80% then I think the numbers would be more meaningful (outside of the +250% recharge, of course). This is not to say the number work is totally useless. In fact, it seems to demonstrate just what are the upper limits of the various builds and ATs compared.
Rather than use the numbers as a justification for any kind of expected change in anything, I see them more as "Hey, I want to try out that build for a ride!" sentiment, to see how certain combinations can work when you really give it the work-through. -
After looking through this whole thread, I would have to agree with Sarrate that the analysis is probably overrated. This would really only work for totally tricked out builds that could be impractical for most of the gameplay and players here. Yes, for some of the tougher challenges like AV hunting and Pylon soloing these comparisons could be nice in an academic discussion, but the conditions of these numbers seem to be pretty exclusive from most of the game.
The +250% recharge, though definitely possible for some builds, is still pretty high for anything without using IO set bonuses or external buffs. Assuming 90% recharge enhanced for each power, Hasten tacked on, and maybe another buff like Quickness from /SR, you are still looking at 70-90% more global recharge. That seems to be out of reach except for the most dedicated builds.
Also assuming Fury at 90% is pretty high standard, which is definitely not the practice for Brutes at all times. Yes, I know it's probably not that difficult to generate Fury, but general gameplay seems to see Fury peak at 70-80% as the highest attained for most of the time, with the average being lower than that. Getting even higher Fury then involves getting specific conditions which could also put the Brute's survival at risk, and that does take some time to do.
I seriously don't think the developers will take these numbers as an indication of any need of balance between sets or ATs (though I'm not saying there is or there isn't a need for it in any case). That +250% recharge is figured into these calculations puts them way beyond the SO enhancement values that most of the games seems to be revolved around. -
Procs have a different mechanic from the global IOs. The Numina's, Regen Tissue, and Miracle IO uniques act as procs. I'm aware of the IOs mentioned above, but they work differently from proc IOs, which are not in any resist IO sets.
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I don't think there are any procs for armor sets.
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Pardon me for using the long form, but it makes it easier for me to read the set names. Here is a build based off an old MA/Regen build that I used back in day since that one most closely resembles what the OP had above. I also added in Stamina into this build since everyone likes to have it (my original build didn't have Stamina and did well without it for the most part).
I have used sets that help get more global recharge, with some +HP, +regen, and +def bonuses to compliment the build.
This should give you a basic idea of what you can get. Use your own judgment and tastes to modify any and all of this build as you see fit. It's not an optimized build, but it will get you started on how to think when making a build.
Good luck with your MA/Regen!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Sample Build: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Thunder Kick <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (3) Crushing Impact - Damage/Endurance[*] (15) Crushing Impact - Damage/Recharge[*] (37) Crushing Impact - Accuracy/Damage/Recharge[*] (43) Crushing Impact - Accuracy/Damage/Endurance[*] (46) Kinetic Combat - Knockdown Bonus[/list]Level 1: Fast Healing <ul type="square">[*] (A) Numina's Convalescence - Heal[*] (21) Numina's Convalescence - Heal/Endurance[*] (23) Numina's Convalescence - Heal/Recharge[*] (27) Regenerative Tissue - +Regeneration[/list]Level 2: Storm Kick <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (3) Touch of Death - Damage/Endurance[*] (15) Touch of Death - Damage/Recharge[*] (37) Touch of Death - Accuracy/Damage/Endurance[*] (43) Touch of Death - Damage/Endurance/Recharge[*] (46) Touch of Death - Chance of Damage(Negative)[/list]Level 4: Reconstruction <ul type="square">[*] (A) Doctored Wounds - Heal[*] (5) Doctored Wounds - Recharge[*] (5) Doctored Wounds - Heal/Endurance[*] (9) Doctored Wounds - Endurance/Recharge[*] (9) Doctored Wounds - Heal/Recharge[/list]Level 6: Quick Recovery <ul type="square">[*] (A) Endurance Modification IO[*] (7) Endurance Modification IO[*] (7) Endurance Modification IO[/list]Level 8: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (19) Recharge Reduction IO[*] (19) Recharge Reduction IO[/list]Level 10: Dull Pain <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (11) Doctored Wounds - Endurance/Recharge[*] (11) Doctored Wounds - Heal/Recharge[*] (21) Doctored Wounds - Heal[*] (23) Doctored Wounds - Recharge[/list]Level 12: Crane Kick <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (13) Touch of Death - Damage/Endurance[*] (13) Touch of Death - Damage/Recharge[*] (36) Touch of Death - Accuracy/Damage/Endurance[*] (40) Touch of Death - Damage/Endurance/Recharge[*] (45) Touch of Death - Chance of Damage(Negative)[/list]Level 14: Super Speed <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (34) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Integration <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (17) Numina's Convalescence - Endurance/Recharge[*] (17) Numina's Convalescence - Heal/Recharge[*] (29) Numina's Convalescence - Heal/Endurance/Recharge[*] (34) Numina's Convalescence - Heal[*] (48) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 18: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 20: Focus Chi <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (46) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 22: Health <ul type="square">[*] (A) Healing IO[*] (42) Miracle - +Recovery[/list]Level 24: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 26: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (27) Aegis - Resistance[*] (31) Aegis - Resistance/Endurance[*] (37) Aegis - Resistance/Endurance/Recharge[/list]Level 28: Instant Healing <ul type="square">[*] (A) Recharge Reduction IO[*] (29) Recharge Reduction IO[/list]Level 30: Dragon's Tail <ul type="square">[*] (A) Obliteration - Damage[*] (31) Obliteration - Accuracy/Recharge[*] (31) Obliteration - Damage/Recharge[*] (36) Obliteration - Accuracy/Damage/Recharge[*] (40) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (45) Obliteration - Chance for Smashing Damage[/list]Level 32: Eagles Claw <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (33) Crushing Impact - Damage/Endurance[*] (33) Crushing Impact - Damage/Recharge[*] (36) Crushing Impact - Accuracy/Damage/Recharge[*] (40) Crushing Impact - Accuracy/Damage/Endurance[*] (45) Kinetic Combat - Knockdown Bonus[/list]Level 35: Weave <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[*] (42) Luck of the Gambler - Defense[*] (43) Luck of the Gambler - Defense/Endurance[*] (48) Luck of the Gambler - Defense/Endurance/Recharge[/list]Level 38: Moment of Glory <ul type="square">[*] (A) Recharge Reduction IO[*] (39) Recharge Reduction IO[*] (39) Luck of the Gambler - Recharge Speed[/list]Level 41: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (42) Endurance Modification IO[/list]Level 44: Web Grenade <ul type="square">[*] (A) Accuracy IO[/list]Level 47: Caltrops <ul type="square">[*] (A) Slow IO[*] (48) Recharge Reduction IO[/list]Level 49: Exploding Shuriken <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (50) Positron's Blast - Damage/Endurance[*] (50) Positron's Blast - Damage/Recharge[*] (50) Positron's Blast - Accuracy/Damage/Endurance[/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: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I believe that DPA stands for Damage Per Activation, however, I'm not sure what is meant by "Activation." When talking about activation in the DPA sense, does it mean the average damage delivered per activation time, or per endurance used per activation, or something else altogether? That stat seems to be thrown around a lot now, but I'm not sure what dimension activation is referring to.
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I'm looking at the the different VEATs and it seems that the Bane/Crab/Wolf sets don't have as strong of a mez protection as the Widow sets do. Sure, with the Bane Spider armor upgrade, you can prevent getting hit with any particular mez action, but second hit could probably break through.
So is it worth it to stack the two armors to help prevent multiple mezzes, or is the benefit just too low that it's just not wroth it to take both? -
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Martial Arts....Dead power?
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Oh, hell no. -
Alright, so judging from these responses, pets and the like can indeed help a character toward his or her healing badge with its own healing powers, but there must be damage to be healed in the first place, and cannot just be spammed. Okay, this makes sense now. Thanks!
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For other sets to use, 5-slotted Crushing Impacts in attacks will net a +5% recharge bonus. Use a couple of those with a couple of 5-slotted Doctored Wounds, and you can almost max out the +5% global recharge bonuses maxed. Put 6-slotted Obliteration into Dragon's Tail for a fifth +5% global recharge bonus (maxing that out) and a much-coveted +3.75 def(melee) bonus.
Slot Fast Healing and Health (and possibly other powers if available) with two- or three-slotted Numina's, as they have nice regen and +HP set bonuses.
6-slot Targeting Drone with Gaussian's; that will get +2.5% def to all positions, if you are looking for more defense on your build.
Anything that can take a defense enhancement should have at least the Luck of the Gambler +Recharge IO, provided you can spare the slots and the influence/merits/tickets to get one. From the build you have above, you can stick one into MoG, and then have level 50 common recharge IO in the other two.
Put 5-slotted Posi's Blast into Exploding Shuriken for another +recharge bonus.
That's my advice regarding what sets to use. Here's also a little personal secret that I use on my own build. For any attacks that use a 5-slotted Crushing Impact, stick a Kinetic Combat KD proc IO into the 6th slot. It's damn useful for keeping mobs off their feet, and you'll be surprised at how often the proc triggers. -
I remember back in the day that Healing farms were all the rage, particularly for characters that did not have any powers to heal others. Now, due to some changes in how to earn them, they are pretty much obsolete.
I am asking to know the exact details on earning the healing badges. From what I know so far, one cannot get progress toward these badges for healing done by pets or gladiators (such as MM henchmen and the old Longbow Wardens).
One can only get credit for healing if one actually heals damage received, rather than just spamming Healing Aura on a sedentary team. Example: Scrapper Joe has 200 HP, and he takes 30 points of damage. Empath Amy heals him for 50 points, but is only credited with 30 points of healing toward her badge (the other 20 points are lost).
Do +HP buffs matter on healing badges as it does with damage badges?
Any comments would be much appreciated. Thanks. -
I'm pretty experienced with MA/Regen and that is a pretty decent build. I can see no real problems with it.
You don't have to worry about Stamina at 35. Regen is pretty end-lite compared to other secondaries, in that it only has one toggle and QR really early. You might not even need it until you get Targeting Drone, which is probably at least twice as endurance-hungry compared to your other toggles.
Yes, get MoG ASAP at level 38. Once you get used to using it regularly, you'll be glad to have it on your tray when you can.
Martial Arts is a little endurance-heavy for its attacks, though not as much as Broadsword. I myself would recommend keeping the EndRedux in your attacks. However, my build has about 4-5 toggles running at the same time with QR and Stamina, compared to the 2-3 that you would have. You might need to experiment to see if you would rather go EndRedux or RechargeRedux, but by the time to get Targeting Drone, I would recommend sticking with one EndRedux into your attacks. -
I'm working on a VEAT, to be a Bane Spider eventually. Looking at the powers available, I seem to like the ranged rifle attacks from the Wolf Spider and the mace melee attacks from the Bane Spider.
Is there a major issue with going this direction, or does redraw on both weapons tend to cause problems when switching from attack set to attack set? -
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Now there are specific sets you should never buff as well since they reach near cap with their own buffs
NEVER BUFF:
- Willpower users
- Invulnerability users
- Stone Armor users
- Regeneration users
- Ice Tankers
- Crab Spiders
- White/Black Dwarfs
- Peacebringers
- Controllers with Earth's Embrace
Frostworks is meaningless to them since they are aleady extremely close to their HP caps.
Always try and buff any Tankers/Kheldians/Arachnos/Brute/Scrapper first then focus on Masterminds unless one of those ATs matches the group I mention above.
Since the power has almost no effect on well over half of the ATs in the game prior to Inventions and Accolades, there is no reason why you couldn't skip Frostworks or leave it unslotted.
[/ QUOTE ]
I got to disagree here. Any Willpower user (except stalkers) can benefit from Frostworks. Willpower gets strong damage mitigation from its +regen. Though it has its own +HP buffs, it is not nearly enough to cap them off, even with bonuses from IO sets and Accolades. For Willpower users, more HP is not just more HP, but it increases the numerical effect of its regen rate. -
Star Strider Forces Registry
Name: SpiderTeo
Global Contact: @SpiderTeo OC
Level of Classification: 50
Origin: Natural
Super Rank & Super Group: Leader, West Coast Regulator