StratoNexus

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  1. Neither power seems like a good choice for your intended playstyle (although I have very limited information to go on, I am extrapolating from your statement that either would be highly situational). I'd recommend something else. I agree with the above poster about Rise of the Phoenix; it is a great power. Bonfire could be quite handy as well since Archery can make a great ranger.
  2. Quote:
    Originally Posted by Nalrok_AthZim View Post
    So what you're saying is Thermal sucks too?
    His belief system is quite clear and Thermal fits into his playstyle fine. Allow me to clarify:

    Quote:
    Originally Posted by EvilRyu View Post
    We are good with the sets we have now. Sonic being resistance only is epic phail out of the box. The sets that would have the most use out of the powers have the most fragile pets. So putting the -res toggle on say ninjas or zombies isnt such a great idea considering they die in so few hits even with the bubbles on them. The shield numbers on there own isnt going to be enough to keep the pets alive. You will need outside healing otherwise you will spend alot of time resummoning wasting more endurance.

    <snip> If they buffed ninjas and zombies I could see it working out a little bit better for sonic but your still gonna need a heal.
  3. Quote:
    Originally Posted by DarkMaster View Post
    I realize that the intent of the paragraph may have been confusing and I would have been more than happy to explain it and clear up the confusion. However, the problem was the arrogant and jerkish way that the poster came off on me about it. To get technical, I never said, directly, anywhere in my previous threads that Blasters did more damage than Dominators. No where previously can one quote a line where I said "Blasters deal more damage than Dominators". One can only "assume" that's what I meant, which it was not.
    Then you should have clarified rather than simply saying you never said something that you quite clearly did say. You think my post was arrogant?

    The following seems far more arrogant and dismissive, from my PoV.
    Quote:
    Originally Posted by DarkMaster View Post
    I never said they had the edge over Dominators in damage. Especially Dominators with Pets.
    Hiding behind technical grammar is not a good sign for your actual position here. The context was clear. Dominator compared to blaster. If you truly did mean to change the context (and I will be honest, right now I think you are lying about that), then you simply failed to communicate well.
  4. Quote:
    Originally Posted by DarkMaster View Post
    I never said they had the edge over Dominators in damage. Especially Dominators with Pets.
    Yes you did.
  5. Quote:
    Originally Posted by DarkMaster View Post
    And with the combos I suggested, you don't lose out on damage at all, while still gaining massive amounts of control which equal a massive boost to your overall survivability. Not everything in this game is "truely" killed in 3 hits. Remember that. Blasters were given mild controls for a reason, and not because "you should just go roll a dominator". The combos I've suggested simply have slightly more than just "mild" controls, and still maintain a massive edge in damage.
    Ice/Nrg and Sonic/Nrg do not have an edge over dominators in damage. Just off the cuff, I would guess the majority of dominator combinations could out-damage both of those blaster combinations.
  6. Here is my attempt at a build without inherent Stamina. Mids does not seem to play nice when mixing the PvP defense IOs with other types of defense IOs. Therefore, I cannot be sure of my defense values. It seems like I am over the soft cap, but that may not be true to how it may be calculating things. All in all, I do not think the jump from this build to a post I19 build is all that large. Definitely nice, but not amazing.

    I am not very knowledgeable when it comes to MA or SR. Not a fan of either set, so my play experience is very limited. I may have made some terrible error. It makes me twitch not to two slot PB with recharge, but I guess it is unneeded generally.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(40)
    Level 1: Focused Fighting -- SW-Def/EndRdx(A), SW-Def(7), SW-ResDam/Re TP(11), S'dpty-Def(11), S'dpty-Def/EndRdx(42), LkGmblr-Rchg+(50)
    Level 2: Cobra Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(46)
    Level 4: Focused Senses -- SW-Def/EndRdx(A), SW-Def(7), SW-Def/EndRdx/Rchg(13), S'dpty-Def/EndRdx(37), S'dpty-Def(42)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Boxing -- Empty(A)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Focus Chi -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(15)
    Level 14: Health -- RgnTis-Regen+(A), Numna-Heal(37), Numna-Heal/Rchg(43), Numna-Regen/Rcvry+(48), Mrcl-Heal(48), Mrcl-Rcvry+(48)
    Level 16: Dodge -- SW-Def(A), SW-Def/EndRdx(17), SW-Def/Rchg(17), S'dpty-Def(37), S'dpty-Def/EndRdx(42), Ksmt-ToHit+(50)
    Level 18: Crippling Axe Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(23)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
    Level 22: Quickness -- Run-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam(40), ImpArm-ResDam/EndRdx/Rchg(43)
    Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(27), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(34), Sciroc-Dam%(46)
    Level 28: Lucky -- SW-Def(A), SW-Def/Rchg(29), SW-Def/EndRdx(29), LkGmblr-Rchg+(40)
    Level 30: Agile -- S'dpty-Def/EndRdx(A), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(43)
    Level 32: Eagles Claw -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 35: Evasion -- LkGmblr-Rchg+(A), S'dpty-Def/EndRdx(36), S'dpty-Def(36), S'dpty-Def/EndRdx/Rchg(36)
    Level 38: Weave -- SW-Def/EndRdx(A), SW-Def(39), SW-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(39)
    Level 41: Aid Other -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(46), Numna-Heal/Rchg(50)
    Level 44: Aid Self -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(45), Numna-Heal/EndRdx/Rchg(45), IntRdx-I(45)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Physical Perfection -- P'Shift-End%(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Empty(A)
    Level 1: Stamina -- Empty(A)



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  7. Quote:
    Originally Posted by NordBlast View Post
    Yes, I was watching stealth radius in combat monitor, it would go from 65 feet to 35 feet for no apparent reason.
    Are you in a mission with a hostage rescue? My SG mate has a stealthy /Dev blaster and they have told me that in some of the new tip missions they have noticed that their stealth value has been fluctuating when the hostage gets close to them. I have not spent any time to confirm their observation, but I have no reason not to trust them.
  8. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by kamikrazy View Post
    Controllers are rated as "low" damage at character creation. I know there are lots of examples of people IO'ing "low" damage characters until they are easily considered "high" damage by the standards of this game. The above is just the most blatant example I've come across.
    Controllers are not particularly a good example of a low damage character, especially when it comes to single large targets (Illusion, Fire, and Plant controllers, in particular, are very damaging). Regen and resistance debuffs are a huge source of increased kill speed vs. AVs and Pylons.

    As to how helpful damage bonuses are to lower damage characters, I am not sure. Obviously, damage bonuses have more of an impact on people with higher base damage. I have tried to squeeze in decent +damage (15% or more) on several of my damage dealers (getting to +28% on my most aggressive and then stacking Assault on top of that for +38.5%). I am very happy with the results on those characters.

    I have only targeted +damage on one of my lower damage dealers. My Emp/Elec/Power has +17.5% global damage and Assault for a total of 36.3% global damage (and more when on small teams now thanks to Vigilance). Before new Vigilance I always found my solo speed to be quite satisfactory, although still slower than most. New Vigilance does not seem to have much effect on my speed through missions or on my number of attacks needed, however, so there is definitely some evidence in my mind that +damage is not as nice for characters with lower base damage.
  9. StratoNexus

    Blappers

    Quote:
    Originally Posted by ClawsandEffect View Post
    I've found Blazing Aura works well combined with Hot Feet if you are on a team with good agro control or crowd control, basically anything that lets you consistently stay in melee range where BA and HF will be ticking away. With both of them going, the number of enemies you have left over with a sliver of health drops significantly.

    They will also accept an Armageddon Chance for Fire damage proc. If you have enough foes in range you should see it tick on at least one of them every 10 seconds, and you should usually see more than one, since it has a higher chance to fire than normal porcs (33% as opposed to the more common 20%)

    But that's on a team, I would be inclined to agree with the advice to skip it if you plan on soloing a lot.
    Aye, staying in melee almost makes it worthwhile which is why I have it and use it on two characters because I live in melee with them. I put the Armageddon proc in Hot Feet (and left the Scirocco's lethal proc in BA). I do agree that BA and Hot Feet combine nicely, but BA is still not worth its end cost, sadly.

    Gratz on the birth.
  10. Quote:
    Originally Posted by Oracle_NA View Post
    run the ITF successfully without short cuts (no map stealthing to objects, and natural progression through maps) in under 45 minutes on the hardest +4/8 settings.
    The without shortcuts part concerns me more than anything else. Staying to fight all the ambushes in mission 2 will really be a drag on time. Even on just +1 level instead of +4, when I run the ITF while killing stuff, it is hard to get sub 45 minutes.

    It is a shame that mission 3 has mechanical problems, because it would be a lot more fun to fight up the hill, but it is just gruesome what starts happening to the server when you do that.
  11. StratoNexus

    Blappers

    I would strongly encourage anyone playing /Fire manip to skip Blazing Aura. Possibly after you get a bunch of IOs slotted (especially the +recovery/end procs), it may be worth adding, but even then it is doubtful. It costs too much end for such a small radius and smallish damage ticks.

    I do have this power on two of my /Fire manip blasters. I am constantly trying to find a better replacement, but so far for my playstyle, BA still works OK. On the level 50 that is fully IOd (including a bunch of purples) I still have modest end issues, but it is manageable. On the level 40 slotted with commons and SOs, I am barely able to function unless I have a teammate that can make the end bar problem better or unless I turn BA or HF off. HF is the better power, so BA is the one I shut off.
  12. Quote:
    Originally Posted by Santorican View Post
    No you're not, I don't care how good a player is there are certain challenges where even with an infinite amount of time you will fail without the right team. Like a MoSTF I would NEVER do with a Fire Tanker. I don't care how well built or how many billions of influence or how well that player can play his character there is still a huge inherent weakness compared to all of the other tanker secondaries.
    Inherent weakness relative to other tankers, yes. Inability to successfully do a MoSTF, no.

    When I did it on mine, we had an Emp and a bubbler (a Rad too, but they aren't much help on the tanking LR part, outside of keeping him from summoning). I used orange inspires and a few purples to get through Recluse.

    You could, of course, make it easier and bring along a sonic or thermal, so the oranges are unnecessary and with a Cold you can crank up the tanker's HP so they are as tough as any other tanker.
  13. Quote:
    Originally Posted by Deacon_NA View Post
    Whenever I 2-box even level characters, ever since the way setting mission difficulty was changed, I've noticed a discrepancy between the mission bonus rewards for the mission owner and the other char.

    Pre i-(whatever changed difficulty), I'd always get 482 prestige for Invincible. Now, setting at +2/1, I get 344 as the mission owner. I think the other toon still gets the 482. I hate to mention specific numbers because there may be more going on and I haven't given this the full scientific method yet. So, I'll still leave it at the hypothesis phase now, that there's something screwy for mission bonuses, a discrepancy between mission owners and everyone else on team.
    This makes some sense with some weird stuff I have seen. For example, I was running some tips last night at +2 / x6. The mish owner at 50 was getting 344 prestige. My lvl 39 character (Skd to 49) got over 500 prestige.
  14. Quote:
    Originally Posted by Grey Pilgrim View Post
    Cal Trops
    Is there a story behind the choice to write caltrops that way? I've seen you do it a bunch of times now and my curiosity has finally peaked.
  15. Sticking with your power choices the following is how I would do your build once I19 comes out. Capped Sm/Le Def with one man in range of Invincibility (with Maneuvers not even turned on, I just put it in as a mule to drop in a LotG +recharge).

    I like Unstoppable and would recommend you consider adding it, instead of Maneuvers.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Smash Mage: Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg(5)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(23)
    Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg(9)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(17)
    Level 6: Power Siphon -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(13)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dam%(40), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46)
    Level 12: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam/Rchg(21), S'fstPrt-ResDam/Def+(45)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
    Level 20: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Knock%(50)
    Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(25), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx(43), LkGmblr-Rchg+(48)
    Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Dmg/EndRdx(33)
    Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(36), LkGmblr-Rchg+(42)
    Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
    Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37), T'Death-Dam%(37)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(50)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(50)
    Level 41: Resist Elements -- RctvArm-ResDam/EndRdx(A)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(48), Numna-Regen/Rcvry+(48)
    Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(29)
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 26.1% Defense(Smashing)
    • 26.1% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 11.8% Defense(Energy)
    • 11.8% Defense(Negative)
    • 3% Defense(Psionic)
    • 17.4% Defense(Melee)
    • 7.38% Defense(Ranged)
    • 3% Defense(AoE)
    • 25% Enhancement(Accuracy)
    • 4% Enhancement(Heal)
    • 63.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 80.3 HP (6%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 20.9%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 4.5% (0.08 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 5% RunSpeed



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    |-------------------------------------------------------------------|
  16. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    I have never really made an effort to play with that, the bonuses seem to be very small. The best are if I recall correctly are around 4%, does it really make a difference ?
    I believe it does. Especially useful with damage auras, but even helpful on single target chains. Obviously, recharge is better if you are cranking for top performance on solo chains. But if you team a lot, the +damage is very helpful. Less enemies left with slivers of health, IME.
  17. Quote:
    Originally Posted by Wavicle View Post
    the thing about recharge is that its returns diminish very fast

    so how much recharge would I want (say, other than Hasten, but including LotGs) to really notice a big boost out of it?

    How much +Recharge is Speed Boost, for example?
    Speed Boost is 50%. Hasten is 70%.

    With Regen, a second or two faster on the recharge of many of its powers can be huge. I'd shoot for 60+ percent myself (before Hasten), if I was concerned about power.

    Melee defense is helpful, of course. Psi defense is interesting. If you actually got an appreciable value of Psi D, it might help vs. the -recharge those attacks normally have. Also, when I play my regens, DRMs are near the top of the list of bad news and Psi D could help there. Getting that amount seems unlikely, however.

    I made some changes trying to work within your goals while getting more recharge. I have to say, I'd rather just dump the idea of going for Psi D, but you would have to make that call.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Super Schoolgirl: Level 50 Mutation Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(17), RgnTis-Regen+(23), Numna-Heal/Rchg(43)
    Level 2: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dam%(9)
    Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(48)
    Level 8: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
    Level 10: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal(31), Dct'dW-Rchg(42)
    Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(43)
    Level 14: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(31)
    Level 16: Integration -- Mrcl-Rcvry+(A), Mrcl-EndRdx/Rchg(25), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx(40), Mrcl-Heal/EndRdx/Rchg(45), Mrcl-Heal(50)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 24: Super Speed -- Clrty-Stlth(A)
    Level 26: Focused Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(36), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(48), Dev'n-Hold%(50)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Rchg(36), Dct'dW-Heal(46)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 35: Revive -- Heal-I(A)
    Level 38: Moment of Glory -- ImpArm-ResDam/Rchg(A), ImpArm-EndRdx/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(42), LkGmblr-Rchg+(45)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43)
    Level 44: Char -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Dmg/Rchg(48), Dev'n-Hold%(50)
    Level 47: Tactics -- EndRdx-I(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Heal-I(A)
    Level 1: Stamina -- P'Shift-End%(A)
    ------------
    Set Bonus Totals:
    • 19% DamageBuff(Smashing)
    • 19% DamageBuff(Lethal)
    • 19% DamageBuff(Fire)
    • 19% DamageBuff(Cold)
    • 19% DamageBuff(Energy)
    • 19% DamageBuff(Negative)
    • 19% DamageBuff(Toxic)
    • 19% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 3.94% Defense(Fire)
    • 3.94% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 14.3% Defense(Psionic)
    • 21.8% Defense(Melee)
    • 3% Defense(Ranged)
    • 4.88% Defense(AoE)
    • 17% Enhancement(Heal)
    • 18% Enhancement(Accuracy)
    • 56.2% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 205.8 HP (15.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 17.6%
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 6.6%
    • 7.5% (0.13 End/sec) Recovery
    • 46% (2.57 HP/sec) Regeneration
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 5% RunSpeed
  18. Quote:
    Originally Posted by Umbral View Post
    As to the usefulness of the recovery time frame, numerically, a mitigation based set is going to get more real, applicable benefit out of a period of non-combat than a damage recovery based set will simply because any specific quantity of hit points is going to be worth more to the mitigation set (thanks explicitly to how mitigation functionally multiplies remaining hit points) than it would be to the recovery set. It's not a question of how many hit points you heal during the downtime. It's a question of how much that downtime increases your comparative survivability for the next fight. For */Regen, it's a virtually negligible improvement because the set itself spends a vast majority of its time at full health thanks to all of the damage recovery it packs in.
    OK, with fresh eyes, I still think the above is silly.

    You start off pontificating that sets other than Regen are better off not fighting stuff. More seriously, your claim is that other sets can better use downtime, because the hit points they regen are more valuable layered with their defense and resistance. You then claim that Regen does not benefit from downtime, because they do not need it.

    1) Regen needing less downtime is an argument in Regen's favor.
    2) Regen does not need as much downtime, but I disagree with your premise that they are likely at full health by the end of most fights. I think the travel time between spawns is actually quite helpful, quite often. Regen would suffer a lot more if you just kept dumping spawns on them without that occasional 5 to 10 seconds of zero incoming damage.
    3) Those extra hitpoints meaning more layered with defense and resistance is only valuable if it is likely any singue spawn is going to kill you. I don't think most people play at a point where one spawn is likely to be deadly. Sometimes adds happen, but usually not very often. Regen is well built to handle adds thanks to multiple clicks.

    When the first sentence of your paragraph states that other sets get great benefit from downtime and the last sentence of your paragraph states that Regen almost never has downtime because it is almost always at full health, this does not seem like a paragraph that supports the premise that Regen is lacking compared to other sets.
  19. StratoNexus

    Why A Blaster?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    IOing for massive Damage pretty much does not work out.
    This is, IMO, a myth. I believe in IOing for global damage.
  20. Inherent does not mean unslottable. Inherent simply means you get them without using any power selections.

    Once you respec, they are granted automatically, but you can slot them just like you can now (sooner if you want to). So you get to keep all your enhancers and slot them just like you do now and you get three (or 4) more power picks.
  21. Neat run. Some good clips of you getting to use your various tools defending the team.
  22. Quote:
    Originally Posted by Umbral View Post
    And teams complicate everything. When talking about this, it works best to simply assume that the individual in question is soloing
    Well, then, you must assume you are simply running along from spawn to spawn. Any downtime solo is immediately no XP gained. If you are going to be adding 10 seconds for Invuln to rest, then they are going to start losing right away.

    Sure, any set can slow down and handle individual fights great. I mean I run in and kill all five enemies on my FF defender and get taken to half health, then wait 20 seconds before engaging the next spawn. Obviously, a regen scrapper is no better off than me, because my ability to avoid damage is actually far better over those 20 seconds than a regen scrapper could hop to achieve. Those same 5 enemies will easily deal more damage to my regen scrapper. The fact that the damage will be healed back is, I guess, not very relevant to you. It is relevant to my experiences and to how I see most people want to play. Isn't this type of thing why Fitness is being made inherent?

    Quote:
    Originally Posted by Umbral View Post
    As to the usefulness of the recovery time frame, numerically, a mitigation based set is going to get more real, applicable benefit out of a period of non-combat than a damage recovery based set will simply because any specific quantity of hit points is going to be worth more to the mitigation set (thanks explicitly to how mitigation functionally multiplies remaining hit points) than it would be to the recovery set. It's not a question of how many hit points you heal during the downtime. It's a question of how much that downtime increases your comparative survivability for the next fight. For */Regen, it's a virtually negligible improvement because the set itself spends a vast majority of its time at full health thanks to all of the damage recovery it packs in.
    I am pretty sure this paragraph is pretty silly, but I am tired and about to go to bed. I'll try to wrap my head around it tomorrow.
  23. Quote:
    Originally Posted by Umbral View Post
    The entire question is what the defined playstyle is assumed to be: are players assumed to run directly from one fight to the next with an absolute minimum downtime between each (creating a situation wherein combat is virtually ongoing for the entire duration of the mission) or is the mission separated into a series of discrete shorter periods of combat punctuated by variable periods of recovery (from travel time from one combat to the next or simply using Rest)? Unless you're going to assume that farming (downtime negligible constant combat) is now the standard of solo mission running (which wouldn't mesh with the forced requirements of only using average player performance the standard of balance), a long period of constant combat isn't going to be a legitimate model of actual mission performance. It would be more accurate to look at missions as a series of short combat periods rather than a single long period explicitly because of this.
    Even on non-farm PUGs, most teams barely stop. Sure 5 or 10 seconds often exists between fights, but I completely disagree that those 5 or 10 seconds are less valuable to Regen than to Invuln or SR. IME, those 5 or 10 seconds are more valuable to a Regen. Sure, not all the time, but more often than not. It is not my experience that I am always at full by the end of a fight, even on any of my regens and in that time between spawns the regens easily heal back more than my non-regen scrappers.

    Of course, I can choose to stop and rest when my Invuln gets to 20% health. But how can you think that is not a disadvantage? If I must stop and another scrapper can go on, that is an advantage for them. Sure, I likely can take more punishment in the short period that exists in a fight (that would be an advantage for Invuln), but if we can both survive, then a Regen is going to need to slow down less. Only if we reach a point where the Regen will fall over (or fall back), does the Invuln advantage matter and even then, we still have to count the resting time against the Invuln vs. the kiting time of the Regen (or the time to get back up and XP lost to debt).
  24. StratoNexus

    AR/Dev - CRISIS

    Quote:
    Originally Posted by Stealth_Bomber View Post
    They increased the recharge time on Full Auto a bit when they improved the animation.
    No, they did not. They increased the recharge time on Full Auto a long, long time ago though.