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Also, the devs stated that the reason they gave Defenders such a horrible and almost completely useless inherent was because they thought that Defenders were already the most balanced AT. They didn't want to mess with that, so they didn't get a noticeable inherent.
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When did they say that?
I ask, because these days, it seems to me that Scrappers are the most balanced.
Defenders may be internally balanced, but are under performing overall.
Admittedly, this is my personal observation based on solo play - where the Defender is designed to be weak. But since I choose CoX because it was a solo-friendly MMORPG, I do not feel this is an invalid benchmark.
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It was way back, said by the previous series of devs (re: Statesman and Geko) as the original design reason. I've got no clue whether Castle and Positron current adhere to it, but I do know that it was specifically stated by a redname that the comparative weakness of the Defender inherent was a specific design choice. -
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yeah actually i was going for around 150-250mil if possible, the build you rewrote is a very expensive build to me. i appretiate it but i would never be able to afford it. plus i whipped it up in 15 minutes when i was very tired. as for the endurance part of it, i have played a few of endurance monsters, broadsword/dark armor scrap, and a fire/axe tanker, and recently a fire/kin controller. so i tried to see if i could squeeze in as much endurance boosts and recovery i could get. thanks a bunch for the feedback, ill try to rework the build for budget purposes.
-DF
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The important thing to remember is that Dark Consumption and Consume, assuming you actually use them effectively (re: hit 4 and 5 targets, respectively, with them every time) are significantly more powerful than Stamina. With only basic slotting (re: 3 rech SOs), Dark Consumption and Consume provide 1.07 and 1.06 end/sec each. Contrast that with Stamina providing only .81 end/sec and requiring both a power pool choice and 2 prerequisite powers. -
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A toggle (but only from the primary or secondary) could be set to simply continually renew the vigilence buff it provides. All toggles continually refresh.
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Just tossing out an alternative. If differences between primaries is an issue, Vigilence v2.MK could simply only be built by use of the Secondary. Blast sets have a lot in common, and would be easier to balance in that regard.
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I've always thought that any rework of vigilance should be a function based off of blasting, preferably with to encourage using your secondary powers (or lowering endurance cost or whatever). It would be an interesting dichotomy to have defenders saving on endurance because they're using their powers (assuming the end discount benefit was still applied, albeit in a defiance style mannerism). Even better would be some mechanic by which to encourage or improve blasting (re: +dam) by using one's secondary powers (toggles grant a small, non-stacking +dam per tick and click powers grant a larger quantity for a longer duration). -
You are correct. All resist values are calculated separately. As the game sees it, when you hit a target with -res (as we think of it), the game sees is as -res(s/l/f/c/n/e/t/p/other).
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Are you purposely going for a budget IO build? There's some very strange slotting (and the lack of uniques/purples) that makes me wonder. However, whichever way you slice it, there's some stuff that I would dearly like to comment on.
You've got Dark Consumption, Consume and Stamina. Honestly, you could easily do with just DC and Consume. Stamina is just overkill. Concerning those powers, you're really over slotting them. You'd get better real effect by simply slotting them with Obliteration, especially since you'd actually get some melee defense, which you'll be want a good bit of.
You really didn't slot your resistance powers as high as you could have (50% rather than the general 56+% aimed for by most) and went for a lot of knockback protection (16 mag) when 8 will do you fine.
Your attacks are slotted... strangely. None of your attacks recharge fast enough to actually use the MG>Smite>Siphon>Smite attack chain, even with Hasten up, and you seem to have a fondness for largely pointless procs (Theft of Essence is overkill considering the end recovery you're packing with DC and Consume).
Here's a rebuild that should do you much better:
You don't need Stamina because, with Consume available every ~55 seconds and Dark Consumption available every ~54, you're packing more than 6.09 possible end/sec (110 end every 54.644 and 53.588 seconds plus 2.03 base). Considering how accurate Dark Consumption and Consume are (and the fact that they're available so quickly), you shouldn't have any problem getting the 4 and 5 targets, respectively, to max out your endurance every period.
Your attacks recharge fast enough to get the, generally considered, all important gapless MG>Smite>Siphon>Smite attack string going. Blazing Aura is in there because it's a great spot for an IO set, you've got the endurance to burn, and it's actually a great AoE damage contributor. Fiery Embrace has a 37% uptime and Soul Drain (more importantly) has an 80% uptime.
This build has substantially more defense (27.3 melee, 28.6 ranged, and 23% AoE without turning on Stealth for the extra 2.17% to all), universally better resistances, and recharge and movement debuff resistance. The only "losses" are to hit points (96 hit points) and regeneration (4.72 hp sec) both of which are largely ignorable considering the significantly higher levels of defense achieved and the fact that Healing Flames provides a possible 50.26 hp/sec and Siphon Life provides 20.67 hp/sec in the recommended attack string.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(13), Armgdn-Dam%(13)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(23)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(27)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(31), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 20: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(50), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 41: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 44: Stealth -- LkGmblr-Rchg+(A)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
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When Blue Steel does the RWZ Challenge, he does all the pylons at once. From his pedestal in King's Row.
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When Blue Steel solos a Rikti Pylon, he brings in everyone level 54 Rikti boss on the map to watch him. -
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Villain inherents are core parts of the AT and the AT is designed and balanced around it. Heroes, they were tacked on after the fact.
Blasters got their inherent to help them survive. And the original version of it was rather... unneffective.
Tankers got punchvoke to help them hold aggro (and encourage taking attacks IMO). THey had this even before the power icons were added for it.
Scrappers got criticals... ok so I don't know why they got them. The power icon though wasn't added till issue 6 or so.
Defenders got the rather underwhelming Vigilance which penalizes you for doing a great job protecting the team, but then they really didn't need anything.
Controllers got containment to help them actually deal damage.
Scrappers don't *need* crits to do amazing things. They just make doing those amazing things even more amazing. And whatcha mean crits don't happen often? I see them fairly regularly.
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Interestingly enough, Scrappers actually got critical slightly before everyone else got their inherents. Scrappers were given Critical for 1 specific reason: they weren't doing enough damage compared to Blasters. Scrappers were given Critical specifically to make them excellent at destroying hard targets, thereby solidifying their role on team as the boss destroyer. The other inherents were added shortly thereafter.
Honestly, I think that Critical is perfectly fine where it is. If there were any change I would make, I'd make it a bit more interesting. Make the base crit rate 5%. Give Scrappers a bar that fluctuates based on being attacked and attacking (re: just like Fury operates). As the bar increases, the chance to crit increases with a guaranteed chance to crit with a full bar. Whenever a Critical hit occurs, the bar resets back to 0. It would make it kinda streakbreaker Critical. But, then again, that's if Castle thinks that it's actually worth it to change Scrapper critical (which is perfectly fine imo).
Also, the devs stated that the reason they gave Defenders such a horrible and almost completely useless inherent was because they thought that Defenders were already the most balanced AT. They didn't want to mess with that, so they didn't get a noticeable inherent. -
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I don't believe so, but, then again, the OP hasn't posted in this thread to actually let us know who won.
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Um I think its clear that the OP himself won.
He got you suckers to make him a build for free!
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He challenged you to a duel he won.
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Except... all these people had the crafted IOs listed in their builds up for sale in WW....
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We did? When did I start selling crafted IOs and not just recipes?
On a more serious note, I really don't care if the reward is gonna be given or not. I build for the fun of it and am simply curious as to which build is deemed "best". -
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Has anyone answered the question of 3 Super Heroes or Heroines who can only use their powers on others and not themselves?
This is a Hero game right? Or is it a generic MMO with Hero trappings? Heroes by definition are self sufficient, my last mission against a bunch of normal people with stun grenades made me feel less heroic. I can fight beings from other planets or dimensions, undead and even mutates; but against a normal man with a stun grenade I am helpless once I eat all my break frees.
So I am still waiting, 3 Major Heroes or Heroines (not some obscure single issue wonder) who cannot use their powers on themselves but only on other people.
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Are you really going to be so obtuse as to continue along the line of logic that because it works that way in comic books, it should work that way in an MMO?
Really, if you are, I've got some demands too.
Show me a Regen scrapper that has to pause every few seconds to heal himself. Show me an Empath that uses his/her powers to heal rather than actually messing with minds. Show me the real difference as a comic book sees it between a Fire Blaster and a Fire Controller and show me any Fire Controller that summons Imps to help him/her fight (much less any controller). Show me any case where a Cold Domination support character exists (everyone I've seen that does something like this is actually Ice Armor).
You're still trying to use comic book logic to get game balance changes. It's not going to work. Comic books and games don't operate even remotely similarly for all the reasons we've repeatedly stated. The line of logic you're attempting to use isn't even appropriately associated with this line of discussion.
For the love of whatever higher power you follow (or choose not to), figure out how the game is balanced and why it's balanced that way before trying to convince the devs to make drastic changes to it. -
Personally, I like complementing a well played Trick Arrow with a well played team. Well played Trick arrow can only be made better by putting it on a well played team.
If you mean compliment, then I generally say "gj" or "I lurvs teh deboofs", but, then again, I try my damnedest not get invite Empaths at all when I can. -
I don't believe so, but, then again, the OP hasn't posted in this thread to actually let us know who won.
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Since buffs are basically multiplier of the base ability, Defenders attacks are the weakest in the game. So if we were to multiply this comical effectiveness, we would unbalance the game, right? but when we buff the Scraper who has incredible DPS, oh that would not result with over balance, right? Its aweful for a Defender damage of 1 being upgraded to a 2, but its perfectly fine taking the Scrapers damage of 4 and upgrading it to 8, that makes perfect sense?
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First off, Scrappers don't do 4 times the damage of a Defender.
Assuming that Scrappers and Blasters do the same amount of damage (re: same damage scalar means same damage, this is actually untrue, the Blaster is pretty much guaranteed to do more damage because their sets are better at putting it out), because Defenders generally use scalar modified Blaster sets, a Scrapper would do ~70% more than a Defender. The reason that most Defenders do less damage than Scrappers is that most Defenders don't slot or take many of their attacks; Scrappers slot them asap.
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Oh I see a poster saying there are 2 combos of defenders choices which has reasonable defense against status effects, what are you implaying, that because there is an exception, therefore there is no problem? What point are you trying to make?
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Are you trying to imply that there is a problem? I don't believe anyone else has actually seen one. I haven't yet met a person who comprehends game balance that thinks there is any problem with Defenders and Controllers largely having no ability to withstand mez effects outside of the use of inspirations. You're going to need to do more than simply claim that, because you don't like getting mez'd when you're not paying attention or because you don't like having to deal with an AT's weakness that all defenders should get mez protection as a solution to your perceived problem.
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A Defender, even an emp defender, can do ok in very special situations, but with far more care and attention than any other AT. I have an EMP/PSI Defedner and I can solo, but I have to play far more carefully than when on any of my melee ATs, and it takes me much longer for there is a huge list of what not to do, and what you have to do, just to survive; a list practically un-existent for melee. So I find my poor defender experiencing much greater risk than the melees, and receiving the same reward as melees do while experiencing no harrasment nor risk, where is the justice in this?
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The entire point is that you can solo. The devs don't care how long it takes you as long as, for the "normal" situation (re: no EB/AV mish, heroic difficulty), the response to "Can I solo, if I play with a modicum of intelligence?" is "Yes." What you ignore in this is that, while Scrappers (though not Tankers as much as you think) can solo quite well, they also contribute much less than a Defender while on a team. That's the primary dichotomy of solo v. team. If you're good at soloing, you're generally worse at teaming. If you're good at teaming, you're worse at soloing. That's how it works and that's how the game is balanced.
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While Umbral is correct, this was a post for a new power pool, it was for a power pool that would provide for the dev binary use of status effects, which is an over burdened weakness to the non-melee and have most devastating effects on the Defender.
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How is a mez hole overburdening to non-melee ATs? Please, elucidate us on your reasoning beyond "I can get mez'd and he can't!"
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Ergo the reson I brought in the Defender plea. I think perhaps a fair correction would be, since the melee were given good range attacks through the epics,[ QUOTE ]
That's your problem right there. They're not good ranged attacks. They're actually pretty bad. There's a reason you won't find any self-respecting Scrapper use Laser Beam Eyes or Shuriken in a real attack chain: the attacks are significantly worse than their existing melee attacks. The ranged attacks Scrappers and Tankers get aren't "good". They're mediocre at best, but they're nowhere near being "good".
[/ QUOTE ]a major departure from the original power set dogma, then the support should also receive a similarly effective upgrade in their defenses.
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Interestingly enough, they do. It's called a huge amount of resistance for a remarkably low cost from a single toggle. 40% resistance to smashing and lethal along with 30% resistance to another is the standard. That's friggin' huge, especially since it's available to every Defender, not just those that took a specific power set.
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In the case of the Defender, they can buy damage resistance through their epics, why not do the job correctly as opposed to half made, and provide through this armor power set in each epic pool a MAG 4 status effect protection.
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So you want to make what is already one of the most effective and powerful APP powers even more effective and powerful? You really think that it would be balanced for Defenders to get more resistance than any Scrapper, get better endurance efficiency with that resistance than any Scrapper, and get mez protection to go along for the ride? Right. Because you think that would be balanced.
Try thinking about this: if I asked for Scrappers to be given a single higher than Defender strength and only slightly cheaper debuff in each of their APPs that also buffed the Scrapper, would you find that balanced?
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Once more MAG 4 is not invulnerability, the MAG 12 of the Tanker is much closer to that.
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What you're forgetting is that, because of how mez works, mag 4 is invulnerability to a certain degree. For more than 90% of the situations in game (most of which are self inflicted by the Defender being an idiot and running into a situation that experience says s/he will get mez'd from), mag 4 mez protection is immunity. Mag 4 is going to protect you from a huge amount of mez effects. It's nowhere near as little as you actually think it is. You'd be better off asking for something more akin to Defiance than asking for mez protection. -
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So, you might weaken a spawn, or you might buff it greatly.
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I doubt it would actually buff it "greatly". If anything, I can see it providing a small +regen, +recovery, or some other largely unnoticeable boost, but, as evidenced by the fortune buffs (which are pretty much all buff except for a very small debuff alongside the Fool), I doubt there will be any effect that has a substantial negative effect on taking out the group or everyone surviving the encounter. -
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that must be nice hitting 1 target with them aoes...
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Try actually reading the post in context. I'm referring to powers that are popular to skip. Excellent job with the reading comprehension. -
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I would put 3 rech and 3 heal in instant healing, dull pain, and reconstruction. You are going to want those to be up as often as possible and as effective as possible.
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Putting the heals into IH isn't as effective as you'd think. IH grants 800% +regen but only 200% of it is actually enhanceable. This means that, even with 95% +heal slotting, you'll only manage a 23.75% increase in the total regeneration while it's up. Unless you're using IOs and aiming for set bonuses, you're better off holding off on the 3 slots meant for healing in IH. It also doesn't help that, in my experience, a substantial period of the time that IH is up, you don't need all of the +regen, just a portion of it. Most of the +regen is simply overkill. -
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Again I ask, show me three "MAJOR" Super Heroes/Heroines who cannot use their power on themselves. This in itself shows just how out of the genre the "support" AT's are.
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The problem that you're not even close to dealing with is that this is a game, not a comic book. In a comic book, the story is the primary motivator for how powers work. In a (good) game, balance is the primary motivator for how powers work. If it didn't work like this, then every Tanker with super strength would be dealing more damage than Blasters or Scrappers because, where comic books are concerned, there isn't a difference between a Scrapper and a Tanker: they're both hard to kill and good at beating stuff with the exception that, 99% of the time, the Tanker is better at beating stuff and taking hits than the Scrapper is (ex: Batman compared to Superman). Trying to make game balance decisions based off of how comic books operate is simply aiming to fail. Games are not comic books, and comic books are not games. Keep the design logic separate.
By the way, the entire point of the thread and everything that people have been asking for is for a power pool to be made, not for Defenders to get mez protection (which we've already pointed out, some already do, but you've ignored those). Creating a power pool specifically for mez protection wouldn't do anything special for Defenders, because everyone else would get access to it just as well.
As to allowing support toons to specifically target themselves with single target powers, I highly doubt that would happen without some substantial reduction in their effectiveness. One of the primary balancing factors of the single target buffs (re: why they're so friggin' strong) is that they can't be used on the user. They require sharing to be effective. If they didn't, I assure you that they'd be have their actual contributions slashed pretty significantly to account for Defenders suddenly getting the ability to buff themselves so that a basic FF Defender is significantly harder to hit than an */SR Scrapper while simultaneously contributing the same level of survivability to his/her entire team and costing less end/sec. There are balance reasons that Defenders can't target themselves. It's the way it is for good reason. -
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The closest proxy to normal people would be a combination of "dry humping" and "rampant fondling".
[/ QUOTE ]... yiffing generally goes a little farther than dry humping...
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It's generally assumed (if not, at least hoped) that there isn't any actual sexual contact. At furry conventions, in which there are actual "Yiff-rooms" in which it's specifically forbidden (though I don't know how often it's actually enforced) that there is no sex that is actually supposed to take place. Yiffing isn't supposed to involve actual sexual acts, but it often leads to them. -
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That said, I'd like to know what the "baseline" solo capability we should be capable of is.
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As far as we know, the "baseline" solo capability is "yes". The "baseline" solo situation is heroic missions not including EBs or AVs (which it is assumed that you're going to bring friends, which is why the mish tells you to do so). It doesn't matter how fast you can manage to get through a heroic mission while alone. All that matters is that you can, though some will take significantly longer than others. -
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Something tells me I'm going to regret asking this, but...
"Yiffing"?
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Furries are weird enough that we give them an entirely different word for "sexual touching". The closest proxy to normal people would be a combination of "dry humping" and "rampant fondling". -
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Was there a winner yet or is Turg still holding up the show?
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Turg is holding up the show. Crap, I didn't see J's response...
If it's easier, count me out as the terrestrial embodiment of utter Fail. The next few weekends will be weird. I coulda done you guys this weekend too, but I forgot...
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Turg friggin' loses by default. -
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I vote we officially rename it Freedumb.
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We already had a vote more than 6 months ago. It's FreedUmbral. Every second Thursday it's FRosedom as well. -
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I am more looking for which powers and the use of them.. more then what IO's to put in them.. All the guids I see are made for issue 6-7...
Currently I am IO'd out starting with lvl 30's... no set combinations just plain IO..
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In general, when we're talking about IOs, we're talking about set IOs. "IO'd out" usually applies to having set IOs, mainly because using common IOs (like you are) is pretty much identical to using SOs, only you don't have to buy them every 5 levels.
For Regen, take Recon, Quick Recovery, Dull Pain, Integration, Instant Healing, and Moment of Glory immediately. Resilience can be delayed until you have a power choice that doesn't need any love. Revive can be completely ignored imo. You're better off taking powers that stop you from dieing than one that hastens your recovery from it (and doesn't provide any benefit to keep you alive during the animation or retoggle period).
From Claws, depending on whether you're going to be going AoE or single target specialization, you're going to want to pick 2-3 powers to simply skip. For single target, Eviscerate and Shockwave are both popular. For AoE, Slash and Swipe are equally popular.
Where slotting is concerned, Reconstruction gets 3 healing and then 3 recharge. Dull Pain gets 3 recharge and then 3 healing. Integration gets 3 healing asap. Fast Healing gets 3 healing when you have the slots to spare. Quick Recovery gets 3 end mod. Instant Healing and Moment of Glory get 3 recharge. Resilience gets 1 resist. Revive gets ignored (or 1 recharge if you actually took it).
For you attacks, all of your attacks should generally be slotted identically. I go with slot 1-2 acc/3 dam/1-2 recharge. Personally, I ere on the side of recharge over accuracy, not only because you've got Follow Up to provide a nice little +tohit cushion for your attacks (especially when it's nice and slotted so you can double stack it), but also because that's what I tend to prefer to do either way.
Where pool powers are concerned, considering that Claws gets an end discount on all of its attacks (and the attacks are where the major end drain comes from), you can do without Fitness for a good long time. The speed pool (for Hasten), the fighting pool (for Tough and Weave), and leaping (for CJ and SJ) would be my suggestions. Stealth and Leadership can also be nice, but they're not really gonna pull their weight until you start slotting up with IO sets. Fitness should only be taken if you go really toggle heavy (re: Leadership or Focused Accuracy). -
Are you looking for a cheap IO leveling build, an end game IO optimized build, or an SO build?
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I hate to be a downer but have any of you perhaps considered that Color Proliferation might be like power proliferation? In that only a few sets will be changed at a time? BAB's has said about a bajillion times that it is a lot of work to fix the color system. Maybe there will only be a partial fix.
[/ QUOTE ]Doubt that, as one of the reasons mentioned for the elemental weapons not being customizable is that they wanted the whole powerset customizable at once. It'll be all or nothing, or I'll eat my hat.
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I'd put my money on them actually finding a coding work around for having a costume slot with either 1 or 2 color choices that the animations (now with a costume sensitive variable) draw from. The question of whether we get 1 or 2 colors is probably a question of whether BABs and the other animation/graphics coders have found a way to use a non-saturation system for the colors. -
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So i want to make a katana scrapper but i do not know which secondary to choose at all. Personally i got a lvl 50 MA/Regen so i don't really want to do Regen again also I'm working on DM/SR brute so SR is out too. SO out of the rest of the secondary what would be the best and why?
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Kat/WP is a pretty basic powerhouse build. Katana/* provides a good bit of +def to shore up the already impressive survivability of */WP, plus the lack of click powers in */WP makes it so that you pretty much never have to cause redraw.
Other than that, you've got */Fire (decent synergy when using DA a lot but suffers from substantial redraw, Consume is awesome to have around), */DA (similar to */fire but less damage and a bit less redraw, end issues are gonna bite though), and */Invuln (decent survivability but lacks self support synergy because */Invuln already says "lol s/l and melee"). Kat/WP is probably going to be your best choice for a decent bit of time.