StratoNexus

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  1. Quote:
    Originally Posted by Airhammer View Post
    Maybe I am missing something. I have placed damage procs in toggles and i have watched that they rarely go off. Do they have a better chance of firing in a click power? The chances of a lot of the procs I see going off is very small. Wouldnt it be better to just slot more accruacy or recharge or end redux??
    Procs in toggles only check every 10 seconds, procs in clicks check every time they are clicked.

    Once you have enough Acc to hit the enemies you choose to face, and your damage is ED capped (or very close), and you have enough recharge to run your chain of choice, procs are an excellent way to get even more damage.

    Think about a proc in Gambler's Cut on a high end Katana build. Your attack chain is going to be GC GD GC SD. So about every 2 seconds there is a chance for that proc to fire.
  2. Quote:
    Originally Posted by Hart View Post
    You're basically missing a major hard control on any fight that's over quickly
    Jolting Chain, IME, does a very nice job as an alpha disruptor when you are on a team that kills quickly and it recharges quickly.
  3. For a less knowledgeable person, the in-game description is still good. It is a power that adds damage to your attacks. The best bet to see what it is doing is to watch your combat logs on damage delivered. There will be an extra line of damage on each hit while FE is up. FE is very, very potent now.
  4. StratoNexus

    Fire/Earth/Ice

    I have been itching to play a Fire/Earth dominator ever since Earth Assault was made. Having two damage auras is great fun for me. I wanted to wait until GR came out to make and so now I have and I am level 28. So far it is everything I hoped it would be.

    Obviously, endurance is my biggest concern, so any additional help in that area would be nice. I have and use Cages, but I am thinking of dropping it later; or am I making an error and I should slot it better?

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

    Click this DataLink to open the build!

    Fire Puddles: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), EoCur-Acc/Hold/Rchg(11)
    Level 1: Stone Spears -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(42), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50)
    Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 4: Tremor -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Dmg/Rchg(5), Erad-Dmg(17), M'Strk-Acc/Dmg/EndRdx(34)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dam%(15), TmpRdns-EndRdx/Rchg/Slow(21), TmpRdns-Dmg/Slow(37)
    Level 10: Fire Cages -- Acc-I(A), Acc-I(11)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(19)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27), RgnTis-Regen+(46)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(27)
    Level 22: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(34)
    Level 24: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(40)
    Level 26: Boxing -- Empty(A)
    Level 28: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31)
    Level 30: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(31), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam(40), RctvArm-EndRdx/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
    Level 35: Mud Pots -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), EndRdx-I(43)
    Level 41: Sleet -- RechRdx-I(A), RechRdx-I(42), EndRdx-I(42)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(48)
    Level 47: Hibernate -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(48)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 2: Ninja Run
  5. Quote:
    Originally Posted by Mr_Frost View Post
    I think you are just over complicating the issue. The blaster identity of "Kill things till they are dead"
    No, no. You missed something very important.

    "Blaster's have an identity, and it's the same as it's always been: damage till someone drops."

    Someone, not always the enemy. The fact that blasters die "too much", is part of their charm. The very fact that they are "dwarfed by the company they keep" must be an element of their design and one that is probably pretty entertaining to a lot of people.

    If you want to tank team sized spawns at +2 solo, the blaster AT may not be your cup of tea. If you want to rely on others and work in a team to make dead things and know that if you or an ally messes up, it can go south real fast, then you might be a blaster.

    The mix of ranged damage and melee damage is pretty cool too.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    I also dislike how spawn size and spawn level became divorced. Before, the old difficulty settings would give you large spawns at difficulty level and small spawns at difficulty level +1. Right now, that pair-up is no longer valid, so it's not uncommon to see large spawns at +1 and small spawns at difficulty level, which creates a much more massive a difficulty variance. And, yes, boss + minion IS a large spawn, the larger variant of boss alone. It should not be spawning at +1, but it does.
    I do not remember this when I ran on Unyielding. The spawn sizes would vary independently of the level. I could get a nice pack of enemies at +1 or +2 and other times the enemies would be smaller groups but still +1 or +2.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Ideally, if I had a choice, I'd like to fight the level of enemies I actually picked to fight. If I chose to fight +0x2 enemies, I would ideally like to fight +0 enemies. I do not want to pick +0x2 and then face an entire mission of +1s. If I wanted to fight +1s, I would pick +1x2, only then the entire mission will be crammed with +2s. I'd pick -1x2, but then the computer will choose to spite me and give me all -1 enemies despite me wanting to fight even cons. We have a choice, but we don't REALLY have a choice because difficulty varies so damn much that the choices blend together.
    I prefer the staggering myself, but I can understand your desire.
  7. Quote:
    Originally Posted by JusticeisServed View Post
    Now lets say the average bad guy is attacking once every 3 seconds for 100 s/l a shot.
    You should say where you came up with that premise, since it seems out of line with reality and therefore may totally invalidate everything else you post afterwards. It also seems you are not including any type of to-hit in your numbers. I am not trying to be rude, but as far as I can tell, your numbers are meaningless and your assumptions are poor. Your in game experiences do not seem to match my own if you believe Fiery and Electric are better off than Regen when it comes to mitigation and if you feel Regen is more dependent on more stable recharge than either of those sets.

    Quote:
    Originally Posted by JusticeisServed View Post
    I'm sorry you feel that way. I'm not trying to insult you or your thoughts, but provide evidence for why I feel this way.
    I don't feel insulted, I just disagree with a large portion of what you type. I disagree so much, I don't see a point of common ground to start from. I am glad you are trying to find that common ground, but so far I still think you are very mistaken in a lot of your beliefs.
  8. Quote:
    Originally Posted by Big_Soto View Post
    Since Tankers/Brutes can get Darkest Night and Quicksand and the other AT's get more APP/PPP powers that can make it doable.
    Pffft. That's cheating! (but sounds like fun too, I have a stalker, I can snipe-pull the patrons, woo hoo!)
  9. Quote:
    Originally Posted by JusticeisServed View Post
    words
    I am not going to refute your post point by point. You say a great many things I disagree with. You overvalue the resists in Fiery and Electric. You undervalue the regen in FH and Integration. You want to approach the discussion as if all 4 of regen's clicks are not recharged frequently (trying to setup the worst case scenario as the commonplace is not a good place for an honest discussion). You fail to see that offensive mitigation is more necessary for Fiery and Electric, especially past the first 10-15 seconds. You fail to grasp how regen on a stalker is significantly more dependent on the primary powers as well as the secondary clicks. You even attempt to underplay the lowbie experience for regen while setting up a make-believe scenario to make WP feel better in unicorn and rainbow land (If I got Wormhole at level 12 on my Grav contoller, I think it'd be pretty excellent early game too).

    I do not believe we could be further apart in our understanding of the game or our experiences. I rarely just up and try not to explain or convince, but our foundations appear so different, I cannot begin to fathom how to approach disputing you. Both our posts are here and I believe you understand me and I believe I understand you. I leave it up to the reader to determine which experience more closely matches their own and from there they can ponder the topic themselves.
  10. I want to state that I am not particularly opposed to regen getting some recharge debuff resistance. I also believe it is much more of a stalker issue than a scrapper issue.

    Quote:
    Originally Posted by Umbral View Post
    I think I can make the claim, rather well actually, that */Regen is more recharge dependent than either of those builds since those other sets at least have some decent mitigation to rely on when their click powers are down. */Regen has some bare bones damage recovery which, while it looks good on paper, if that paper assumes that the only thing that matters is how long you can survive indefinitely which every single survivability index seems to care about, means about as much as the weather patterns in India do to a potato farmer in Idaho.
    Simply comparing the number of click powers in the secondary is not the whole story (and I know you have to know that), especially when you can demonstrate that regen's greater number of clicks is actually an advantage vs. recharge debuffs. If Electric armor needs to heal, but Energize is not recharged, they have to fall back on the tier 9 (which is not always the best thing when you are low on health to start, IME). If regen needs to heal but Recon is not recharged, they can fall back on DP or MoG and MoG especially can be a big help vs. debuffs. Fiery has RotP, which certainly beats out Revive (by a large margin), but both can be useful when facing heavy debuffs (I use RotP a lot to help shed DRMs nasty debuff). It is also of note that 2 of regen's clicks are powers with longish durations. That simple fact actually makes those powers more functional in a case where you are recharge debuffed, simply because you do not need to use them again soon, because they are still giving you (in DPs case, most of) their benefit.

    Those two facts are especially true when we only consider what you want to call meaningful time frames. The greater number of clicks and the duration of two of those clicks are a huge advantage vs. recharge debuffs in smaller time frames. The very type of scenario you want to diminish in meaning, long-time survivability, is actually where recharge debuffs would hurt a regen the most (but still less than Fire and Electric, IMO).

    Fire and Electric armor are both more dependent on their primary over the entire course of a fight (and mission) in order to live. If a regen does well at the beginning of a fight, they are likely to survive, even if they have slow recharging attacks. Both Fire and Electric are usually going to be in more danger after eliminating some of the enemy than a regen. Looking past singular fights, regeneration is usually going to be much better prepared to leap from fight A to fight B, and recharge debuffs are more likely to hurt Fire or Electric even in that scenario.

    Quote:
    Originally Posted by Umbral View Post
    Just look at the numbers and start asking yourself whether you'd rather have a */Regen or a */WP. Or a */Shield. Or a */Fire. Or an */Elec. In all of those cases, I can tell you with a large degree of certainty that the better option quite simply isn't */Regen, from a numerical perspective: */WP has better survivability except in a few edge cases and is simply easier to play; */Shield has better survivability and kills things faster and IOs better; */Fire and */Elec both have substantial damage recovery capabilities but also have the damage mitigation mechanisms to make them count for something without heavy IOing, not to mention they also provide superior kill speed and endurance assistance. I can tell you, without a doubt, that */Regen is not as awesome as people still think it is. If anything, it's probably nearing the bottom of the heap, what with the */Fire buffs recently, and the only reason that people keep thinking it's the devs' gift to Scrappers is because they still believe the fool notion that somehow damage recovery is better than damage mitigation because the ability for a target to sit there taking hits forever when a mitigation set would die after 5 minutes of being beat on. Seriously, it's a complete farce.
    You really jump the shark when you start proclaiming that you feel Fire and Electric are superior when you "just look at the numbers." In my play experience, both WP and SD are far easier to get killed than regen before IOs. I'll grant that with IOs both can be made to exceed regen in many, and maybe even most, gameplay scenarios. I also believe that regen's early game "smooth ride" advantage lasts at least until 30 (although Fiery, SD, and DA are also nicely rounded from 21 to 30).
  11. Quote:
    Originally Posted by Umbral View Post
    I can make numerous cases that any amount of -rech is going to more negatively impact */Regen than any other set out there (not that it'll stop you from bringing up inappropriate examples as a counterargument).
    I'd say Electric and Fire are more negatively affected by -recharge than Regen, with Fire being the one that is most negatively impacted. Regen would probably be next, although a case could be made for DA.

    Quote:
    Originally Posted by Umbral View Post
    Is */Regen really just so awesome that it doesn't get anything to protect how it protects itself?
    Does it need to be so awesome? What if its just plain good? If it is good to very good, does it still need to have added protections? What if it is performing just fine in the game? All other sets get x, so regen should have x too? That is not compelling.
  12. Quote:
    Originally Posted by SOMEonE Nice View Post
    okay lets say you have your blaster with 75% Def using insp of course. once you start tanking you might live for a few shots but when he hits you which he will its guaranteed he will hit you atleast once every 10 hits. he will hit you for more than Blaster Hp cap.but you prob wont even have that. you will die and your healer if you have one will die and he will wipe the rest of your team b4 you even get the blue tower down.
    One shot code prevents death. I am capped on HPs, resists, and defense thanks to my teammates (or inspires/accolades depending on team make-up). Never did it without someone who can heal, although we have done it without empathy a few times. We have done one without FF, but that is not preferable. In the many 7 defender - 1 blaster STFs we have run, I have died twice against Lord Recluse and there have been a few defender deaths (more from the combination of a Recluse AoE, the flyer, and all the spawns that ambush you as you take the towers down). We always run it as a master, but have only succeeded twice (of course we don't really try to succeed, instead we go as fast as we can on +2). Our best time is 54 minutes, the most trouble is the vine room.
  13. 1 boss and 1 minion spawning frequently throughout a mission at x2 players is a fairly new thing (I do not remember seeing it prior to I18) and I do not believe it is WAI. Sure, it could be an occasional spawn, but this spawning is most definitely not how it used to be.

    Usually once a floor/room spawns on pack that way, the whole room floor ends up being that way. This is not a good behavior. It is boring and not at all what I want out of +1 / x2-5 with bosses on. Bosses have been spawning way more than they should and it should be fixed.
  14. Quote:
    Originally Posted by SOMEonE Nice View Post
    Okay for one recluse will kill you no matter how much Def you have.you need a Res based toon to tank him.... second there is nothing fun about dying 121 times.
    I tank him with a blaster, preferably. My blaster is resist/regen based for mitigation. However, I know it is the 75% plus defense I sport when tanking him that keeps me alive more than the resistance. Kill the blue tower first (not only will that make it so you only need 45% D to cap, he will also attack dramatically slower). 75% resistance (the scrapper cap) is modestly helpful, but if that is all you got, LR is going to kill you quickly and repeatedly. 90% on tankers (and now brutes) is noticeable but still not enough on its own, you are way better off stacking that with 75% plus defense (and/or healing, of course, but that is not available in high quantities on an all scrapper run).

    When tanking LR it is good having an auto-hit aura with a debuff. That narrows it down to willpower and shields (Edit: although with APPs, I have been wondering if Caltrops would work, but I have not tested that yet) . I think a well built WP with their Confront power could do admirably. A well built Shields user does not need their confront power and I have never seen an unsupported scrapper that is better at tanking LR than a Shield.

    Dying 121 times is hilarity and great fun all around. It is fine that you prefer not to. Bring tougher scrappers and play "smarter". As for me, I am more than merry to die, die again.
  15. Quote:
    Originally Posted by SOMEonE Nice View Post
    thats still terrible how many times does it take for your team to not stick together
    Stick together? Bah! Sticking together is boring.
  16. Quote:
    Originally Posted by SOMEonE Nice View Post
    Dude...you died 121 times thats terrible.
    121 deaths was a bit light, but we went a bit slower than desired since some people had never done it before.
    Massive rooms and outdoor maps of 52 and 53 Arachnos all aggroed because we split up, so much good.
  17. Quote:
    Originally Posted by Umbral View Post
    As to whether there is a logical reason to provide some debuff resistance to */Regen, I think the better question is to ask whether there is a reason for */Regen to be the only set out there without any debuff resistance. Every other set has some degree of debuff resistance to both primary (DDR in sets with native +Def) and secondary (-rech resist in sets with sets with 1 click power) attributes. What makes */Regen so different that it's assumed that it should have absolutely none (not even any substantial pseudo-debuff resistance like +def)? Is there any logical foundation for */Regen to not have debuff resistances? */Regen doesn't even have any of the exotic protections that sets with few debuff resists sport (like confuse prot, fear prot, +per) that would equate to roughly the same thing. While every other set in the entire game got debuff resists over the course of the years, */Regen was pretty much ignored. Is there actually a reason why or is it just a feeling that */Regen doesn't deserve buffs because it was awesome way back when?
    It seems entirely plausible that the reason no debuff protection has been added is because the set is not underperforming relative to the other armors. Why buff a set that is operating well and likely is still near the top of datamined performance? For the vast majority of gameplay, Regeneration is an excellent set, even though it "suffers more" from debuffs.
  18. Quote:
    Originally Posted by Emberly View Post
    I've taken all three of Quick Strike, Smashing Blow and Body Blow, and I could drop one if Burst makes more sense to fit in the build.

    Related questions: Does Burn benefit from Power Siphon? Does Burn benefit from Fiery Embrace?
    I am taking both and would recommend both. I'd skip one of the single target attacks. I skipped Body Blow, personally, although I think skipping Quick Strike is the better move from a performance angle.

    I have taken Focused Burst for now, but in the long run I may end up dropping that and picking up Body Blow. The range aspect is nice, but I don't particularly feel the need for it and Body Blow is a better attack by a significant margin, IMO.
  19. It is a good power, but I skipped it too. I have enough control without it for my build. Its nothing dramatic, but it is a nice extra AoE control that can give you (or your team) a second to set up something that will last longer.
  20. StratoNexus

    Static Field

    So far my experiences playing and running with other people are very positive.

    On very fast moving teams, control is barely useful anyway, I use my secondary and single target powers a lot. I'll occasionally break up an alpha with Static Field if the enemy are grouped well to begin with. The AoE controls are nice to stop ambushers or adds (and Static Field can just outright prevent adds when I use it on a spawn that is close to our current fight preemptively).

    Outside of those very fast lawnmowers, I find you can leverage the end drain in the set extremely well. I figured out why the enemy usually wakes up and then goes right back to sleep without doing anything, they often have zero end on a wake-up pulse. When you drain their end, they often get a shot in as they get a recovery tick. Combined with Static Field, they often recover end while sleeping, but then lose it again before they wake up. Keeping them in the Field is very important here, I use slows to do it, but based on watching others, it really shines with Chain Fences (which also aids in the sapping).
  21. StratoNexus

    RTTC - Change?

    Quote:
    Originally Posted by Call Me Awesome View Post
    Maybe because a tanker's primary purpose is to gain and hold aggro and it's an order of magnitude worse at it than any other tanker set?
    This is one of those statements that sounds really good to make and while you can show some numbers that demonstrate the taunt effect of the aura being weaker, in actual play, there is no way a Willpower tanker is an order of magnitude worse than any other tanker at being a meatshield/aggro magnet.

    In the end, it is a nonsense statement.

    Quote:
    Originally Posted by Call Me Awesome View Post
    It's for this reason that I have no interest in WP as it currently exists, it gives me no advantages in durability over my Stone, Invuln or Shield tankers and it can't do the job of aggro control anywhere NEAR as well. Let's face it, if you aren't holding the aggro what's the point in durability?
    A Willpower tanker can hold aggro very near as well as every other tanker. In some (extremely rare and specific) cases it is even better than some tankers thanks to the aura being auto-hit and having a debuff. Your experiences do not match my own with the set.
  22. Quote:
    Originally Posted by ChrisUlrich84 View Post
    But after I level it up the first time, it then follows the leveling of my main build?
    You only need to gain XP once if that is what you are asking. You do however get to choose powers for both builds separately.
  23. Quote:
    Originally Posted by SkarmoryThePG View Post
    nope, Domination was a straight-up +dam.
    Heh, I guess I was just thinking of how the extra mez works. Thank you for the correction.
  24. We have done this a few times on the Guardian server, so you will probably be able to get us to do it again.

    Shield scrappers are excellent for Lord Recluse, their aura prevents him from summoning pets, OwtS is a big help as is the wedding band, and they can get to 75% defense with inspires pretty easily. Carry some greens for the 10% of the time Recluse hits.

    Blue tower, red tower, yellow tower, then green tower.

    Ghost widow can be handled by popping purple inspires as needed, depending on your build. The team has to be willing to buy and use inspires as needed, reds are especially helpful for the tower killers.

    We did it on test with no temps, but the Guardian runs I have been on used some shivans and a nuke or two.
  25. Quote:
    Originally Posted by PC_guy View Post
    the other thing is that RoA's damage is front loaded and ranged and doesn't require LoS. HoB is melee and has a rather lenghty animation so anything you don't hit is going to be coming after you and you can't do anything about it for 3ish seconds (9% defense for a few seconds doesn't help that much). when comparing, HoB mitigation via KD is pretty pointless when you can kill everything from 80+ range from behind a corner where the enemy never even sees you.
    HoB starts dealing damage as soon as you push the button and has finished dealing that damage about 4 seconds later. Rain of Arrows doesn't start dealing damage until 4 seconds after you push the button and doesn't finish until about 6 seconds.

    But Rain of Arrow's range and the fact that it is a drop can be advantageous, of course.