-
Posts
3388 -
Joined
-
Quote:I believe that some powers did indeed have their endurance costs go up. However, I also believe that those same powers had their base damage and recharge values go up as well, thanks to the dam/rech/end formulas (one for ST and one for AoE) that the devs use as guidance.I could SWEAR the endurance costs, and possibly the recharge rates of some Dominator powers were increased when the damage modifier was increased. Maybe not across the board or even on all powersets, but certainly on some. Either that or there is something really worng with my lvl 50 dom who runs out of end MUCH quicker than she did when she did less damage.
-
Hasten uptime formula (in think I got the parentheses in the right places...):
(((recharge with Hasten active)-(120))/(recharge with Hasten active)) * (recharge with Hasten inactive) + 120)
In the step by step...
1. (Recharge with Hasten active) - 120
2. Step 1 / (recharge with Hasten active)
3. Step 2 * (recharge with Hasten inactive)
4. Step 3 + 120
You're converting the remaining recharge time for Hasten into a percent, converting that remaining percent into the recharge while Hasten is inactive, and then adding the period that Hasten is active to determine what the total recharge time is. -
Quote:You're right. Ish.Regen Cap is 2000% afaik. I think (think mind) that the only way for anyone to get that high is a Domi with Drain Psyche fully slotted hitting around 8 people.
2000% regen (1900% +regen) is the cap for Dominators. It isn't, however, the cap for all ATs. Scrappers and Stalkers both cap at 3000% regen and Tankers and Brutes cap at 2500% regen. All other ATs cap at 2000%.
Now, as to whether that's attainable, it depends. A Dominator with slotted Drain Psyche hitting 9-10 targets can indeed reach the Dominator regen cap. For Tanks, Brutes, and others, it's not going to happen. A well slotted and enhanced WP Tanker is going to manage upwards of 1000% regen. That's not even halfway to the cap.
For all intents and purposes, you're not going to see the regen cap unless there are multiple empaths around you and buffing you like crazy.
Now, the real question is whether there is much of a point to focusing that much on regeneration. Short answer: no. Long answer: there are better things to enhance than your regeneration when you're already packing on 1000%. The comparative advantages of adding more regen to the massive piles of regen that some builds can manage just aren't there. 3 hp/sec may seem like a lot, until you realize that you're adding that 3 hp/sec to the 120 hp/sec that you had before.
If you really want to maximize your damage recovery, you'd be better served by increasing your hit points (since your regen is a function of max hp). If you instead want to maximize your survivability, you'd be better served by increasing your hit points and your defense (with defense mattering a bit more). Defense allows your regeneration to act upon smaller portions of incoming damage and functionally multiplies its overall effect. -
Quote:The simple fix I'd use?I'm bouncing around some possible solutions to my minor end issue, but I'm not sure which way to take it.
Switch out Resilience for Conserve Power and FA for Tactics. Pull the extra slot out of BU and put it into Tough for the Steadfast Prot 3% +def IO. Not only is Tactics a lot cheaper than FA, but you're also going to have Conserve Power to fall back on as well.
Conversely, if you really wanted FA (tohit debuff resistance is nice), you could drop Resilience for CP and pull the slot out of BU to put into Tough.
Of course, if you wanted to preserve that extra slot in BU, you could pull the Miracle Heal out of FH (and lose a bit of +regen) and put a Perf Shifter EndMod into PP. That could help out even more. -
Why would anyone want the 6 piece set bonus from a purple set (well, except for the Confuse set)?
-
Quote:150 mill isn't going to do much more than simply allow you to frankenslot. Besides, it's not like it's particularly difficult to make money. Run some TFs, do some random rolls and save the recipes that you'll actually need. That, itself, should save you a good deal of money in the long run, not to mention that it will also generate you a good deal of money.Thing Is I only have like 150M. Can you make me a cheaper build? Be very appreciated.
1 billion actually is a cheap IO build. At the very least, it's one that you can spend some of your money on now and grow into as you begin to afford the more expensive portions of it. -
Quote:Well, you went with typed defense, which isn't really my preference, but, honestly, whether you go with typed or positional, it's largely a question of preference anyway.Any suggestions to make the build better? I can't afford PvP recipes (or most Purples, for that matter), so everyone is from normal IOs or rollable via merits or tickets, along with the odd Hamidon enhancement.
The biggest suggestion I can make is to get more recharge. You could stand to switch the slotting on IH to 5 piece Doctored Wounds for the 5% +rech, which will do more for you than a +regen and a +recov set bonus (neither of which is going to do a substantial amount for your survivability. Losing a bit of +regen in IH isn't really going to affect you much anyways, because only 200% of the 800% +regen that IH provides baseline is enhanceable so it's a matter of a few hp/sec while IH is active which isn't going to amount to much.
I'd also get rid of Revive for Resilience to save you slot in Tough (and net you more s/l resist than you're currently packing). Revive is, as I see it, a completely useless power: it's an awaken on a 5 minute base recharge. It doesn't even provide you with immunity while you're standing up and doesn't have any secondary effects.
From what it looks like, you went more than a bit overkill on +recov. In general, you only need roughly 3 end/sec passive gain in order to be endurance sustainable. You're packing 3.74 end/sec (remember to factor in those Perf Shifter procs that each add .2 end/sec), and that's discounting the substantial endurance returns in MoG. Without Stamina, you'd still be largely endurance sustainable (you'd be a bit short on passive, but MoG's periodic +recov would put you in the black), so you might want to consider going without and using those power picks in a more useful way.
Similarly, I'm not entirely sure why you went with Blaze Mastery if you weren't going to pick up Fireball. That's really the only reason to pick up the pool, as far as I'm concerned. If you dropped Fitness and Blaze Mastery for Body Mastery (PP and CP) and Leadership (Tactics and Maneuvers), you'd be able to pick up more defense, more tohit, more recharge, and still be just as endurance sustainable, if not more. I'd also use that extra power pick (since you're giving up 5 powers and only picking 4) to take Hover. I'm not sure if you're aware, but it's an insanely good power pick, considering it's price, +def bonus, and ability to take an LotG +rech.
Here's the MA/Regen build I've got on hand. It manages more defense (and uses positional rather than typed, though it's not hard to switch out 6 piece ToD for 4 piece Kin Combat and a Mako's), perma-DP, and infinite endurance sustainability. It doesn't have Eagles' Claw for good reason: numerically, the attack is sub par compared to CAK. If you want to switch out Leaping for Flight, it's not hard to simply exchange CJ for Hover and SJ for Flight (and, yes, you'll want to keep Hover because of that sweet +rech and +def).
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), RechRdx-I(7)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Rcvry+(45), RgnTis-Regen+(46)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Winter-ResSlow(50)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23), RechRdx-I(45)
Level 14: Super Jump -- Zephyr-Travel(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Mrcl-Heal(27), Mrcl-Heal/EndRdx(27)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 22: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(48)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(34)
Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(48), GftotA-Run+(50)
Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def/EndRdx(48), GftotA-Run+(50)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Warriors Challenge -- Acc-I(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run -
It's probably upwards of a billion (I don't personally have a BS/Regen; I just know how to build them). I don't really pay attention to the prices of builds beyond what categorical exceptions are made. "Cheap" for me is no-PvP and no purps.
-
Quote:First off, give your posts a day to see if they'll collect some responses rather than simply starting more and more threads with newer iterations of your builds. Just because someone didn't respond within a couple hours on a Saturday night doesn't mean it won't get some attention if you wait a few. For many, if you continually create new threads when you could simply post in your existing thread, you will bother them and provide them with reason not to help you.I know little about set bonuses, I was looking forward to somewhat soft cap my toon. If you think I did something wrong PLEASE tell me.
Now, for the criticisms:
Parry should be taken asap (rather than delayed until level 18), and it works better to give it a 5 piece Crushing Impact (for the 5% +rech set bonus) and an LotG +rech (learn to love this IO) for the additional recharge as well as melee defense.
Integration should get healing enhancement, not end redux. It costs a pittance of endurance and provides more enhanceable regen than either FH or Health. For the same reason, FH should get heal enhancement before Health. Integration>FH>Health.
Reconstruction doesn't need the 6th slot. That slot can be put to better use elsewhere.
You should take Instant Healing. It's more powerful over time than Fast Healing and Health combined, not to mention that it's a spot for another 5 piece Doctored Wounds set.
Revive is a wasted power pick. Slotting it is even more wasted. Unless you plan on dieing all the time, it's completely pointless.
I'm happy to see that you're actually slotting MoG now. Good for you. MoG is awesome. Giving it only a single slot makes it sad. A better slotting setup would be to give it 4 slots total: an LotG +rech, LotG def/rech, and 2 level 50 common rech IOs. You'll get some +rech, some +regen, and a faster recharge overall.
If you're going to take FA and slot it with Gaussian's, go all the way and give it the 6 piece. The 6 piece set bonus for that set is gold. All of the other bonuses are largely pointless for you.
Enhancing anything from Physical Perfection is going to provide you with laughable returns. The Perf Shifter proc (which should be the first thing it gets) provides more than any other slot could give you. In fact, the Perf Shifter proc provides more than any other slot could give you in Stamina and is on par with anything you could put in QR and both of those powers are stronger.
For Fitness, you don't need to take it asap. If anything, you can wait until very late in your build, if ever. You've got a more powerful version of Stamina available virtually right out of the box and the endurance costs on */Regen are some of the lowest of the powersets in the game. There are so many other more useful power picks you could possibly have made that early in the build. Not every build needs Stamina, fewer need it asap, and even fewer IO builds need it, much less that early.
If you're going to invest in an IO build, it makes sense to similarly invest in getting the passive accolades. Freedom Phalanx Reserve, Atlas Medallion, Task Force Commander, and Portal Jockey should all be standard selections for IO builds in Mids' because it doesn't make much sense to spend upwards of a billion inf without spending a few hours to get those accolades (which will provide some very remarkably increases in performance).
Here is my cheap BS/Regen build. It achieves universally better performance that yours for the exact same budget. Notice the lack of Fitness (QR + IO sets + accolades remove any need) and the presence of every Regen power except for Revive. There are also as many LotG +rech IOs as I could fit in (like I said, LotG +rech IOs are you bestest friends).
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/Rchg(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(11), Zephyr-Travel(13), Zephyr-Travel/EndRdx(13), LkGmblr-Def(15)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(17), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(21), LkGmblr-Rchg+(21)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(27)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal(A), Numna-Regen/Rcvry+(31), RgnTis-Regen+(31), Heal-I(50)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(46)
Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Run+(40), GftotA-Def/EndRdx(43)
Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Run+(42), GftotA-Def/EndRdx(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(46), EndMod-I(46)
Level 47: Resilience -- S'fstPrt-ResDam/Def+(A)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run -
Quote:For set bonuses, defense and recharge are your gods. Obliteration 6 piece in your PbAoEs, Touch of Death and Mako's Bite 6 piece in your ST attacks, and Doctored Wounds 5 piece in Recon, DP, and IH would be a good place to start. Defense pool powers like Maneuvers, Weave, and Combat Jumping are also great because they contribute defense and provide you with a place to slot an LotG +rech IO.Alright, I have a lv 47 Scrapper Bs/Regen. I want to get him some set bonuses and IO's. I have no clue what to get for a Bs/Regen. Can someone with experience tell me what to get, and give me a build I can look at if I chose the wrong powers.
Where powers are concerned, it's pretty simple: don't take Slash from BS (and likely avoid Slice as well), and don't take Revive from Regen. Most everything else you're going to want to take. Some things you're going to want to take late and put no extra slots in (like Resilience), others you're going to want to take asap and slot out as quickly as possible (Integration, IH, MoG, Recon, DP).
For pools, pick 4 amongst Fighting, Leadership, Fitness, Speed, and Leaping/Flight. Fighting gets you Tough and Weave. Leadership gets you Maneuvers and Tactics. Fitness gets you Stamina (though, for most IO builds, you don't really need it if you take the Body Mastery APP). Speed gets you Hasten and possibly a trans power. Leaping/Flight gets you CJ/Hover and possibly a trans power.
For APPs, it depends on what you want to do with it. For AV soloing, Body Mastery is best for AVs because it gets you CP, FA, and/or Physical Perfection which will free up valuable power picks elsewhere in your build and help you make a more endurance sustainable character. For PvP, Weapon Mastery gets you Web Grenade and Targetting Drone (ranged immob = gold). For farming, Blaze Mastery gets you Fireball.
Try putting together a build of your own using this advice. From there, I can give you pointers and possibly one of my builds (depending on your budget and needs).
Quote:I give rep :O! -
Quote:Well, the only unenhanceable portions are Integration (50% unenhanceable, 100% enhanceable) and Instant Healing (600% unenhanceable, 200% enhanceable). Assuming a 25% uptime on IH (i.e. you're spamming it), you'd have ~800% +regen currently and an extra 190% +regen if those unenhanceable restrictions were removed.I wonder if /Regen would be overpowered if all the unenhanceable portion stuff was taken out. It just seems unnecessary and a throwback to an age where you could 6 slot Golgis in a non-click IH.
Considering how little of the set game is really unaffected by enhancement, and how overkill IH already is a vast majority of the time, I doubt it would really accomplish much in real play. For most, IH is already unkillamode (unless you click it when you're low on health rather than when you're getting ready to face pain). Removing the unenhanceable part would just exacerbate that condition and likely make */Regen even more borked in PvP.
Personally, I think the damage recovery mechanisms on */Regen are at a nice place. I kinda wish that IH actually had some instantaneous healing portion so that it could actually be used as an "oh ****" rather than an "I'm predicting ****" button, but that's about all I'd really consider about changing any damage recovery mechanisms for */Regen.
The real thing that */Regen needs is debuff resistance, which an entirely different discussion. -
Well, just because you're not as tough as invulnerable super heroes doesn't necessarily mean that you're not tougher than the average human. Even the lowliest hero or villain in CoX can take a number of bullets before going down and fall from enormous heights and walk away. Your armor could simply allow your "normal toughness" character to achieve the degree of toughness that is required to accomplish virtually any heroing. Otherwise, the character would likely just fall over and start bleeding out whenever a hellion looked at him wrong. Tony Stark isn't much of a fight out of his armor. Your character could easily be the same.
-
Quote:I had a pretty good time of it with my DM/Regen and most of that is owed almost exclusively to the fact that */Regen specializes in peak survivability capabilities. GW is only really dangerous due to her super-mega-ultra hold and that comes up predictably so making sure that I always had MoG or IH up whenever I was expecting her to throw it out helped out a lot. The self heal was a bit annoying, but IO grade defenses and DM's -tohit took care of most of that.If you want to solo ghost widow wern, you gotta soup up a wp toon. My wp is the only av soloer I've been able to beat her with. Thanks to her death hold, I'd say she's the toughest av I've beaten (with a kat/wp).
GW is one of those AVs that definitely requires that you know how she operates before you can take her down. I enjoyed the fight though.
I also believe that Castle once said that he solo'd GW on a Claws/Invuln without dieing or using insps though he said that he did it by using an exploit in her AI that made her substantially easier. I'm not sure what it was, but I wouldn't put it past someone who was really determined to figure out what it was (I have a feeling it has something to do with staying at a certain range and kiting her to death, but I'm not entirely sure). -
I think the proper way to phrase it would be "diminishing comparative returns". Each portion of +regen provides the same hp/sec, which provides a smaller proportionate increase to your survivability than any previous portion you've gotten.
-
Quote:There isn't really a go-to guide anymore that really applies thanks to all of the changes that Regen has gone through, though there is a reasonably good boilerplate:Alright I have a related question - is there a good reasonably up to date regen guide? I've run a MA/Regen scrapper up into the 20's now and I'm picking up low-level IO sets for +regen and +max health bonuses and I'm glad to see there's no cap, but I would like to see what other people think on how this all should work. One example - is taking fitness with a regen scrapper overkill or more of a good thing? Any guidance would be appreciated.
FH: gotta take it but you don't have to slot it; 1 heal (or 3 heals if you have slots burning holes in your pockets)
Recon: take it soon, slot it up and learn to love it; give it 3 heals and 3 rech
QR: take it asap and slot it; 3 end recov
DP: another asap power; 3 rech and 3 heals
Integration: another asap power; though it's a toggle, the end cost isn't high enough to bother with; 3 heals
Resilience: completely skippable; don't take it unless you're running an IO build and want a Steadfast or Gladiator's mule power; even then, take it late when you have nothing better to get
IH: take it asap; slot it for recharge asap and healing when you have a chance; 3 rech and 3 heals
Revive: skip it; it's a wakie on a 5 minute recharge
MoG: take it asap and love it; the +def and +res are large enough that there is no point to slotting them; all the power cares about is recharge; 3 rech
Pools-
Fighting: Start working on it in your 20-30s. Boxing/Kick is useless (crappy attack, don't bother slotting it), but Tough is great (3 res, 1-2 end redux). Don't get Weave unless you're doing an IO build because defense isn't worth it unless you're packing on 15-20%.
Speed: Hasten provides recharge. Regen loves recharge. Hasten is awesome (3 rech). Super Speed is a nice trans power if you want it. The other powers are useless.
Leaping: CJ is cheap and provides mobility as well as +def, but the values are too low to bother slotting heavily (1 def). SJ is an awesome transport power. The other powers are useless to you.
Flight: Hover is like a more expensive version of CJ that lets you stay in the air. Flight is liked by some people. Air Superiority is a nice mitigation attack. Group Flight is useless.
Leadership: Maneuvers is awesome (3 def, 2 end). So is Tactics (2-3 tohit, 2-3 end). Assault is decent but not worth it thanks to Scrapper modifiers. Vengeance is similar.
Fitness: Hurdle/Swift are nice, but not worth slotting. Health provides less +regen than FH and that's not worth slotting so Health isn't really worth slotting either. Stamina is to QR as Health is to FH, however, unlike +regen, +recov is nice to load up on so, if you really want to never have endurance problems, start working through Fitness in your 30-40s. Don't slot anything except for Stam and, even then, it should only get spare slots.
If you're going into IOs, all you should really care about is recharge and defense. +Hp is useless because it is laughably easy to cap with DP and it's remarkably easy to make DP permanent (55% global +rech with both DP and Hasten slotted). +Regen is largely redundant as well: 2 hp/sec doesn't provide much comparative advantage when you're already recovering 100 hp/sec. +Recov and +End are largely redundant as well because Regen is one of those sets that doesn't have problems with endurance even before IOs. Defense makes your damage recovery powers act upon progressively smaller amounts of damage, functionally multiplying the effects and increasing your survivability more than +regen ever will. Recharge makes your click powers come back faster. Your click powers are more than half of your survivability, so recharge is always welcome, since it makes your attacks recharge faster and makes your harder to kill. -
Quote:Yes, there is a cap, but it is outrageously high. 3000% +regen outrageously high. You're not going to get that without a number of Empaths buffing the crap out of you.that seems to be a pretty substantial amount of regen to pass up. is there a cap to the amount of regen you can have?
Quote:I have learned a lot from your posts explaining why going for +HP on a regen isn't worth it because of the easily reached cap. in fact, that's one of the reasons I am playing with new builds because I was one of the people building for lots of +HP, thinking it would help the regen amounts. but I wasn't aware of an over-all regen cap. -
Global heal bonuses, such as those provided by the Doctored 4 piece bonus or the Numina's 3 piece bonus, do not effect +regen powers. These bonuses only effect powers that explicitly heal and do not provide any resistance at the same time (those powers that provide resistance and a heal with the same power are flagged to not be affected by outside buffs).
Healing enhancement, however, does increase IH's +regen. However, only 200% of the 800% baseline +regen that IH provides is affected by enhancement. The other 600% is flagged to be unaffected by enhancement. What you see on the default info tab of Mids' is only the unenhanceable portion of the +regen provided, so you won't see any increases based on enhancement. If you check the effects tab, however, you'll see both of the effects listed, with the 200% base +regen properly modified by enhancement. -
Quote:Type in "[Blaze Master.Melt Armor]". That should get the proper version for you (though, the powers are actually the same, with the exception of AT mods applied and Defiance included).1. I can't get the power's description from in-game real numbers as it gives me Melt Armour from FLAME Mastery for Blasters, not Blaze Mastery for Scrappers.
Quote:2. Red Tomax's City of Data is now badly out of date and does not list Blaze Mastery at all.
Quote:So, I guess, my question is two-fold: What does Melt Armour actually do and what is Melt Armour actually good for?
It has horrible uptime, horrible endurance cost, and a relatively minor benefit. Compared to the "native" power (even excluding the fact that Scrappers have crappy mods for the attributes that Melt Armor uses), the APP version has a smaller radius (compared to 15'), fewer targets (compared to 16), worse uptime (20% compared to 26.7%), half the debuff (further made worse by the fact that Scrapper and Blaster mods suck), and a higher endurance cost (compared to 18.2).
If APPs are supposed to be 3 times worse (I recall Castle saying that was the rule of thumb), Scrapper Melt Armor gets hosed (just like everything Scrappers get via APPs). -
Last night, I got Umbral Morrigan (Sonic/DP) to 50.
That brings my roster of 50s up to 18: 3 Scrappers (DM/Regen, Kat/WP, Fire/SD), 4 Defenders (Rad/Psy, FF/Sonic, Dark/Ice, Sonic/DP), 3 Tankers (Fire/Ice, DA/Nrg, Elec/Stone), 3 Blasters (Elec/Nrg, Arch/Ment, Rad/Elec), 3 Controllers (Earth/Kin, Fire/Therm, Grav/Cold), a WS, and a PB. -
Quote:Actually, it won't stack in the way you're considering. When you zone, all buffs on you lose the tag that determines who activated them. Because the origination tag was lost, the power will stack with itself, but only until the lost tag stack plays out (it won't be refreshed because all of the effects you generate on yourself are going to be tagged by yourself).That proc will stack at least twice (you can confirm this by zoning in-game with the proc in a toggle power. I did, that's how I know it's true).
This is the same reason why you can double stack the various shields from a single caster immediately after you zone. Putting the Kismet proc into DA won't allow you to stack it up as much as you consider. The only time it will happen is when you're zoning and the buff hadn't worn off when you zoned. -
Quote:Your line is, and I quote, " yet it comes in TENTH for scrappers". Am I supposed to read what you intended rather than what you wrote? You specifically said that "it" came in tenth. Not "SS for Scrappers". You may want to try avoiding the use of pronouns in indeterminate ways.I was saying 'SS for scrappers' comes in tenth place on the chart I was discussing, obviously. I'm surprised I have to explain that to someone as brilliant as you think yourself to be, lol.
Quote:The saddest thing is, you seem to claim that SS significantly outperforms the average in absolutely every single category, when we're looking at things that show this is simply not true. Brute SS is clearly below average in single target output looking at the evidence at hand.
Quote:And if we use your definition of overpowered, again I ask, what is your opinion of claws, since it is a set that has above average performance in every category you mentioned?
Compare this to Super Strength: moderate to excellent ST performance (especially when you give it to Scrappers rather than Brutes), excellent AoE performance (footstomp anyone?), and excellent hard and soft control (every power either stuns, holds, or knocks).
The comparison between the two isn't exactly strong.
Before you attempt to call me out on my information, make sure you get yours right. -
Quote:I'm the one dodging arguments?I gave you rebuttals to your failed attempts to use FM and AAO to provide your case. You dodged them as you dodge everything else you can't actually refute.
Your "rebuttal" for the Shield Defense argument is, and I quote, "exactly fark all to the topic at hand"? If your argument of "all that matters is AT mods" argument held any water, you'd actually have something to say about that. How is that a rebuttal? Your "rebuttal" is, literally, a dismissal. Did you learn the meaning of the term "rebuttal" from a 5 year old?
Your counter-argument to FM is similarly ludicrous. You claim, explicitly, that the Brute and Scrapper versions are exactly the same, which they largely are. Of course, you make no counterargument for their relative levels of effectiveness beyond the whole, you know, "they're there so they're balanced" argument that you've rehashed over and over. Looking at your own numbers should tell you something about whether Brute FM is overpowered: of all of the top contenders of the Brute ST sets, it deals the most damage for the least endurance while simultaneously providing some of the best AoE dps around, which is similarly better and more efficient thanks to that whole "Brutes use DoTs better than anyone else" issue.
Quote:Until then, I'm done wasting my time with your baseless egotism and ignorance. -
Quote:Well, way back when, before all enemies were made sure to be given ranged attacks, ranged was a distinct advantage that provided massive survivability benefits. When Blasters leveraged those benefits too much (generally by hoverblasting), the "problem" was fixed, though it removed most, if not all, of the survivability mechanism that was supposed to be the blasters' counter to scrapper defenses. Since then, Blasters really have gotten the short end of the stick, comparatively.The problem with Blasters, as I see it, is a core design conundrum - you give them one singular distinct advantage - damage - yet build their entire AT in such a ways as to be UNABLE to leverage that damage, thus turning balance that is supposed to act in their favour into a weakness they need to contend with. The damage Blasters get acts as the "return" in their "cost vs. return" equation, and unfortunately the "cost" is everything else.
Quote:Granted, debuffs and control effects kind of do the same thing... But not quite. Passive defences provide protection at no opportunity cost. You don't need to activate them in combat, they don't time out, they don't butt out your actual attacks. Ice Manipulation always gets lauded as the quintessential Blaster secondary, but if you actually try to leverage all of its control abilities, which is Freeze Ray, Bitter Freeze Ray, Shiver, Freezing Touch and Ice Patch (you know, half your powers), you actually end up spending SO MUCH TIME using them that the first ones you use start timing out. Active control always has an opportunity cost, and too much control can easily have such an opportunity cost that it simply overrides your actual attacks. And you can't control your enemies to death. They WILL wake up sooner or later. The point is killing them before they do, which you can't do if you spend most of your time throwing around control effects. -
Quote:No, it doesn't mean that all things will be equal. It does, however, mean that all things factored together should generate an end result that is roughly equivalent. Don't confuse the use of the term "equal" with the concept of "equal damage". Balance is explicitly determined by factoring in all of the variables rather than a single set.Did you get your debate skills in seminary? Balance doesn't mean that all is equal.
Did you get your view of seminary by listening to ******* atheists that have no clue what real seminary is like (keep in mind, I'm a rather die-hard atheist, though I'm not so convinced of my own views to think that every seminary is a ridiculous neo-con religious indoctrination institute)?
Quote:What mechanics are used differently? They all use their respective damage caps in the same way. They all use damage buffs the same way, regardless of the fact that scrapper mods mean scrappers get more off a buff. They all use mitigation caps the same way.
Quote:And we're not debating whether the archetypes on the whole are actually balanced against each other. Once again, you're attempting to dodge the actual debate by introducing a new one. It's a tactic you lean on heavily in every debate you get into.
Hell, if anything, you're the one that continually attempts to dodge the debate by trying to bring my ability to debate into question or suggesting that anything I say is without substance (even though you do it just as much, if not more than me). You're attempting to call into question the validity of my argument by specifically attacking me rather than the argument. The entirety of your counterargument has been "nu-uh!" and "prove it!", ignoring the fact that I've given you evidence.
Quote:YOUR failure lay in the fact that you can't accept, nor show otherwise, that SS in a straight port to scrappers would not be overpowered in comparison to the other scrapper attack sets without also showing that SS is overpowered for brutes and tanks.
Quote:Your best effort was to throw out "but... but... but... Shield AAO!!!!" Guess what will happen if Castle and Co decide that AAO is overpowered? It's going to be nerfed across the board. It's not going to just be nerfed for scrappers.
Quote:Are you starting to understand the concept of powerset equivalence yet? The same is going to hold true for SS and a port to scrappers. If rage is breaking the set too much, it's going to be nerfed for ALL archetypes. This is how it should be. This has been my point all along and you damn well know it.
Quote:Data points you can't or won't show. Imagine that. For having nothing to back up your idiotic assertions you sure do talk a good game.
Of course, I already showed you Fire Melee. I also showed you Shield Defense. You didn't didn't like either of those, for whatever reason, even though the devs have actually shown that they have no problem changing powers for specific ATs rather than changing the entire powerset for all ATs if a power is too strong for only one of them (which pretty well disproves your claim that the only way the devs would handle such a situation would be to). I could show you new numbers that show how well Scrappers could break Super Strength even more. No matter what, though, you wouldn't care. You've already determined that you are correct, and, regardless of what anyone says, you're going to push write on through and call people idiots, dismiss absolutely everything that isn't supporting you, and demonstrate exactly why you have about as much place in a comprehensive balance analysis as Fire Minded. -
Quote:Huh... I thought that he said that they were both too strong. Either way, seems to me to be a bit more of that "devs love Doms" evidence to throw around. Seems to me a bit weird that the devs would allow FE to be doubly better for Doms than for any other AT with it (and better than BU to boot).Castle: Brute FE is too long, Dom FE is WAI.
Quote:Edited to add: on the larger question of doms vs blasters - if you bring one character, bring a dom. If you bring two, bring a controller and a blaster for better controls, better damage, and buffs/debuffs. Blasters are a team AT.