Umbral

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  1. I have to wonder how everyone and their cousin seems to be shelving their Shield toons simply because they lost a bit of defense to AoE and Ranged. It's not like the BotZ fix (I refuse to call it a nerf because those set bonuses, in all honesty, were way too powerful) has suddenly made Shield completely unplayable. Just reslot yourself a bit to sacrifice some recharge for some more defense and quit crying "doom".
  2. Quote:
    Originally Posted by macskull View Post
    * Dark Melee: awesome single target, good AoE (requires a bit of positioning mojo to leverage Shadow Maul well but the ability is there nonetheless).
    * Martial Arts: decent single target, mediocre AoE. (MA isn't a particularly great set for PvE either, so I'm not sure about this one.)
    I'm not entirely sure how you're defining each of these qualitative terms, but, the way I'm reading this, you're saying that MA is worse at AoE damage than Dark Melee, which is pretty much untrue in my experience. Shadow Maul often gets undersold, but there's a reason for that: it takes a really long time to animate. Even if you're good with it and can regularly hit 5 targets without much effort, the long animation is going to throttle your ability to perform well because it's going to take longer to animate the power than it is to recharge it. Dragon's Tail isn't awesome, but it beats out Shadow Maul quite easily simply because it's a reasonably fast, reasonably powerful, normal strength AoE, something that Dark Melee lacks.

    Quote:
    * Elec Melee: mediocre single target, excellent AoE. Ability to wipe out large numbers of enemies fast makes up for the lack of power in taking down single hard targets, as the majority of reward in a given spawn is the minions and lieutenants, not the bosses.
    In the same way that I wouldn't say that Dark Melee is good AoE, I wouldn't say that Elec Melee is mediocre ST. Havoc Punch is a miserable excuse for an tier 2 attack, but it's quite possible to generate a comfortably performing ST attack string without dipping into APPs. A decent Elec Melee attack string will perform at roughly 80-90% of a decent DM attack string, so I wouldn't really say that Elec Melee is only doing mediocre ST damage.

    One of the things you're missing from your evaluations of the attack sets is something that is, in my opinion, just as important as ST and AoE damage individually: utility.

    Dark Melee's biggest advantage isn't tweaked out ST damage (though it is capable of respectable ST damage). It's greatest advantage is the huge mounds of utility that the set provides beyond what any other set does: a self heal and an endurance tool. The tohit debuffing is also incredibly useful, though it's not really an untoward benefit.

    Along the same lines, BS and Kat aren't chosen as often by min/maxers because they put out excellent damage numbers (they actually put out moderate numbers in comparison to the other sets). The biggest reason is Parry/Divine Avalanche, which essentially means that, no matter your defense set, you're getting softcapped to melee/lethal.

    On this same line, Energy Melee has some decent utility that often gets ignored. With EM, it's relatively easy to stun some or all of your opponents rather often, and, though it's not nearly as useful against the single hard targets that EM is supposed to excel at, it's a great form of reasonably reliable mitigation when taking on groups.

    Now, this isn't to say that I don't think EM doesn't need some AoE damage buffing love or that the animations shouldn't be sped up a bit (while reducing damage somewhat to prevent horribly huge DPAs) to allow the set to compete a bit more where damage is concerned. Whirling Hands could use some love, and the set could probably use a conversion that allows an ST attack to hit a couple other targets (Energy Transfer gets the Chain Induction treatment maybe?), but it doesn't need some vast overhaul to allow it to perform decently like some suggest. Keep in mind that the Cottage Rule would have to apply to any suggested changes (no turning a melee into a PbAoE or turning Stun into something completely different).

    In my opinion, Energy Melee isn't a bad set. It still performs decently. It just doesn't perform on the same level that people were used to it performing before ET got the much needed nerf (I don't care what you say, when the attack has a base DPA nearly 5 times higher than it's nearest competitors, the power needs a nerf), but that doesn't necessarily make it a defunct set. Honestly, people would probably be behaving the same way if Rage or Granite Armor got fixed (if you don't think those powers need to be fixed, compare them to similar powers and consider how much stronger they are than anything else they compete with).

    This is the problem with heuristic set balancing: rather than attempting to balance the set out by making it perform well across all of the powers the Cryptic devs (and I say that it's the Cryptic devs because Castle and Synapse have made and fixed sets that perform much better across the full spectrum of their powers rather than having a bulk of their performance drawn from 2-3 powers) attempting to balance out bad powers (Whirling Hands, Jab, Punch, pretty much all of the Stone Armor +def or +res powers aside from Granite) by making other powers completely overpowered (Energy Transfer, KO Blow, Rage, Granite Armor). I'd be substantially happier with all 3 of those sets if they each got a substantial overhaul that addressed the fundamental flaws in both their performance and their design (EM's low AoE performance without sufficient counterbalancing advantages, SS's crippling reliance on the sheer overpoweredness of Rage, and Stone Armor's crippling reliance on a perma God-mode).
  3. Quote:
    Originally Posted by doomrider View Post
    I like the s/l build purely because I can softcap to it with as little as a small purple but I'm still having my doubts on which would be better, 22 melee + 20 ranged or 35 s/l. The positional build does have better global acc and recharge, as well as a nice little added damage bonus, but I doubt the difference in recharge is gonna really make a difference. Guess the s/l being the higher number will be more reliable than the lower positionals.
    35% s/l is going to be substantially better than 22/20% melee/ranged, but don't assume that's all you'd be able to pull out. I've got a build on file that manages the same levels of recharge and defense (120% +rech and 36.3% melee) as your build manages without having to delve into purple sets.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
    Level 6: Reconstruction -- 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 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), Winter-ResSlow(50)
    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: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- RgnTis-Regen+(A), Numna-Heal(25), Numna-Heal/EndRdx(25), Heal-I(27)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 20: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(31)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(33)
    Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), GftotA-Run+(39), GftotA-Def/EndRdx(48)
    Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), GftotA-Run+(42), GftotA-Def/EndRdx(48)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(46)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46), P'Shift-End%(46), P'Shift-EndMod(48), EndMod-I(50)
    Level 47: Super Speed -- Run-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 4: Ninja Run
  4. Umbral

    Resilience

    Quote:
    Originally Posted by Rush_Bolt View Post
    As for Resilience in general...? Eh, it's not really the greatest. Integration will cover you for pretty much anything short of being surrounded by Green Ink Men.
    It's a great level 49 power pick. Its only real use is as a resistance unique mule. The base +res is so small as to be pointless to enhance, and the stun protection and resistance is completely useless except for 1-2 cases in which you actually need more mez prot than that provided by Integration (ITF if you want to just stand around when Rommy rezzes and if you don't mind the stun when you pop a wakie).
  5. Umbral

    Hmm

    Quote:
    Originally Posted by Mechafang View Post
    I doubt /elec would be much good for farming (or anything else ). I got a level 50 /elec brute and it was fail the whole way there. Granted this was before they changed conserve power to a heal but I cant see it making that much difference
    Until Elec/Shield was in vogue, Spines/Elec was actually one of the most popular farming FotMs specifically because it was an effective build. Energize really did become the gem of the set because heals are substantially more effective when you combine them with a decent bit of damage mitigation, which */Elec already has. One of the nice things about Spines/Elec is that, unlike other Spines/* builds, you're not going to have problems with endurance thanks to everything that */Elec provides.

    To the OP, Spines/Elec is a perfectly admirable farmer. Elec/Shield trumps it only because it's easy to farm on a Shield (i.e. 2 button farmer) and softcapping defense is much more potent than stacking resistance.

    (OP> something you might not have realized, Spines/Shield is not a possible combo: Shield can't be used with Spines, Kat, Claws, or DB)
  6. Quote:
    Originally Posted by MaxLongstreet View Post
    But the blanket statement which I've seen over and over again that slotting for resist is simply best on these powers is simply false, IMO. My advice would be to really look at how you these powers would play out on your build before following the conventional wisdom here - you can also frankenslot for resist/defense/endurance if you don't need set bonuses.
    I've never considered the conventional wisdom for these powers to be slotting for resistance at all. If anything, I've always considered the gains for slotting for resistance to be so minor that it's almost a foregone conclusion to ignore the resistance slotting altogether, in favor of end redux and defense.

    The main reasoning is quite simple: the +def is to everything while the +res is only to a portion of some attacks (since you only resist the parts of an attack that you have specific resistance to).

    There's also another reason: you can achieve 90% mitigation with defense for everyone but you can't do that for resistance. Even more reason: defense helps you avoid mez effects and debuffs but resistance doesn't.

    15/20% +res(f/c/e) can seem like a lot, but, honestly, it's not all that much to get worked up about. F/C/E damage isn't so rare as to be likened to Toxic, but it's going to cover all bases. Enhancing for it isn't nearly as useful as enhancing for all situations, especially when you can provide greater stacking capability (because there's more +def available than +res) and greater overall utility.
  7. Quote:
    Originally Posted by ClawsandEffect View Post
    I was looking at it combined with the sheer amount of to-hit debuff a dark/dark blaster would be throwing around. When stuff isn't hitting you very often the ability to heal yourself becomes VERY potent. Look at the performance of an SR scrapper with Siphon Life or Aid Self to see what I mean.
    I had already considered that. The biggest point is that -tohit is substantially weaker than you're giving it credit for being. Purple patch and lower AoE debuff capability both lower the affect by a considerable amount. Consider just how much defensive benefit a DM/* Scrapper is getting from the -tohit. It's not that much at all.

    Quote:
    On a Fire/Fire, I'd agree that a healing power wouldn't be especially overpowered, because it simply wouldn't be enough to overcome the amount of incoming damage. But Dark/Dark? That's a lot of mitigation, especially if they leave the Tentacles+Dark Pit combo in the primary.
    This is one of the reasons why this suggestion went hand in hand with a tweaked Dark Blast that was much more damage focused than mitigation focused. I laid out that set design as well, in the thread I linked, specifically to address the problems of giving Blasters such a potent control primary. Dark Blast, in its current incarnation, works fine for Defenders because Defenders have lower damage and higher support demands on the AT. Blasters, on the other hand, need more damage to be effective.
  8. Quote:
    Originally Posted by ClawsandEffect View Post
    I like it....with one exception: Dark Regeneration.

    Even on a 2 minute timer a heal that potent would be too much for blasters to get. Change it to function more like Drain Psyche minus the recovery bonus and add a significant to-hit debuff to it and you've got a winner.

    I still highly doubt blasters will ever get a real self healing power outside of Aid Self or Epic pool powers. And with as awesome as Dark Regeneration is on scrappers, asking for it on a blaster] is asking WAY too much in my opinion.
    I actually went into the logic of putting it in back in the thread I linked.

    Suffice it to say that I personally feel differently about the precedent that Drain Psyche sets. To get the most out of Drain Psyche, you're supposed to use it when you're still at reasonable health. +Regen powers are proactive survivability mechanisms. Heals, on the other hand, are reactive. Functionally, they do the same thing, from where I'm concerned.

    What you have to remember about Blasters is that, while heals seem like they'd be crazy strong, they're not really when you consider the AT that would be using them. Blasters don't have any substantive damage mitigation mechanisms and they don't have a substantial amount of hit points. Heals are going to be nice, but they're not going to have a spectacular effect until you stack them with mitigation.

    Even so, your suggestion of making it +regen as opposed to a straight heal, I can agree with. Of course, if that were done, I'd recommend a reduction in the endurance cost to provide some functional recompense.
  9. I got into Dark Manipulation pretty complexy in this thread, from a few months back.

    Here was my construct:

    1. New Power - Clone of Ice Manip Chilblain except for neg dmg and 7.5% -tohit for 11.8 secs
    2. Shadow Punch - 1.96 nrg/sma base damage scalar, 5.63% -tohit for 9.9 secs
    3. Death Shroud - Clone of Fire Manip Blazing Aura except for neg dmg
    4. Smite - 2.6 nrg/sma base damage scalar, 5.63% -tohit for 14.8 secs
    5. Build Up
    6. Touch of Fear - Direct clone of Scrapper version
    7. Dark Consumption - Clone of Consume except for neg dmg
    8. Dark Regeneration - Clone of Scrapper version except for 120 sec recharge
    9. Dark Pit (or new name) - 40 sec recharge, 15.9 sec duration mag 2 stun, 10' radius PbAoE

    The first 6 powers should be pretty obvious. Using BU rather than Soul Drain might seem odd (considering many people's logic that Dark BU = Soul Drain always), but it's because Soul Drain doesn't really have a place in a Blaster set, from a functional standpoint, simply because BU serves as an alpha strike tool, providing a vast quantity of a Blasters survivability with frontloaded damage. Soul Drain works to provide long term in combat damage bonus, which doesn't really work well with the way that Blasters operate.

    Similarly, Oppressive Gloom doesn't really fit because, quite simply, it's too strong. There isn't anything even approaching precedent for having a control power as strong as Oppressive Gloom in a Blaster manipulation set. It's much more likely that any stun power that the set gets would be a PbAoE, which is why I recommended a modified Dark Pit. Of course, this is also because I believe that Dark Blast would get a working over when/if it gets proliferated.

    If you're curious about the rest of it, I went into all of my reasoning in depth in the linked thread.
  10. Quote:
    Originally Posted by Postagulous View Post
    Primaries are laid out faster.

    Example:

    Kenetic/ defender gets Speed Boost at 12.
    /Kenetic controller gets Speed Boost at 20.

    Same for everything.
    As Post says here, the only difference that having a powerset as a primary provides versus having a powerset as a secondary is the levels in which you get the powers.

    What this means is that the base functionality of the powers (generally) remains the same no matter what AT uses it (there is some slight modification from AT to AT, but those are special cases). Any differences you might see between a single power between 2 ATs is driven by a difference in their functional scalars.

    For example, consider a DB/Invuln Scrapper and an Invuln/DB Tanker. Both of them have the exact same powers available to them (with the exception of Confront/Taunt, but those are AT variants that are virtually identical). Now look at each AT's version of Nimble Slash and each AT's version of Temp Invulnerability. Nimble Slash deals 52.5 unenhanced damage (before factoring in crits) for Scrappers and 37.4 unenhanced damage for Tankers. Temp Invulnerability provides 30% +res for Tankers and 22.5% +res for Scrappers. The reason for this discrepancy, even though the powers are the same, is that Scrappers have a damage scalar of 1.125 and a resistance self buff scalar of .75 while Tankers have a damage scalar of .8 and a resistance self buff scalar of 1.0. If you compare powers across ATs, you'll notice that the ratios of damage, self buffs, targeted buffs, etc. always remain the same. It's because of these scalars. There are scalars for pretty much everything, though, for some things, all ATs share the exact same scalars if the devs decided to allow all ATs to behave in exactly the same way.
  11. Quote:
    Originally Posted by BrandX View Post
    Because people have been asking it forever? Geez. What's so hard to grasp about that, even if you don't want it.
    Just because people are asking for it doesn't mean that it is a good idea especially when you're asking for a melee set designed around using a projectile weapon.

    Quote:
    What's more suprising, is that the same people who say no to Dual Pistols for Scrappers, are the same ones who say "Give Scrappers this set" as it doesn't matter if it doesn't fit some people's idea of a scrapper, because it fits mine.
    There is a big difference between "give Scrappers this pre-existing melee set" and "give Scrappers this new ranged set". Huge difference. You might as well ask that Scrappers start getting Defender primaries proliferated over to their secondaries. Melee sets are not the same as ranged sets. I really hope I don't need to get into the whole "tankmages bad" thing with you here.
  12. Quote:
    Originally Posted by broken_lego View Post
    I've seen alot of forums posts, for people asking how to get some type of hero designer for a mac. I've found two different ways; one way is going thru suckerpunch online, but you don't get the stats and comparisons and all the good stuff that mids hero designer has. Me personally, I like Mids Hero Designer, but I've heard good things about Titan too. Which brings me to the second way, which is to get Crossover. I just got the trial for thirty days and it crosses over window programs to mac. So you install crossover and then when u get something which requires windows u download it thru crossover and it works. pretty simple I'm still thinking about buying it. It costs $40, if i want it after the thirty days. Probably gonna do it later this week. Tell me what you think.
    I'm pretty sure that the Mids' code guys are/were working on a cross platform or at least separate version of Mids' for Mac.

    But, yes, the quickest and dirtiest way to get Mac for Mids is to get some program that either runs a parallel or sandboxed OS on your machine and run from there. Of course, these programs can cost some money, so there's still a reason to push for some cross platform development.
  13. Quote:
    Originally Posted by blackbird7 View Post
    CoX gets away with Wolverine claws, so laser swords would be allowed based upon previous court rullings i bet.
    Which doesn't mean that the powerset should or would even be made.

    Honestly, I think it'd be kewl if the devs did make a few beam swords, not just energy swords but actual beam swords. Lucas might have a trademark upon light sabers, but beam weapons aren't his exclusive domain. Just off the cuff, Zero from Mega Man and all of the various Gundam series have beam swords and are free from Lucas's legal predations.
  14. Quote:
    Originally Posted by Moonlighter View Post
    One thing I want to point out is lately all my builds seem incredibly short on slots. One thing I find myself doing to save slots is slotting out Focus Chi with Gaussian's and then leaving FA with one default slot. Since FA now only provides a relatively low ToHit I pretty much use FA only to combat heavy accuracy debuffs.
    I would never slot Focus Chi that heavily. It gets so little from all of that slotting because of the reasons I've previously listed. Even if you were short on slots, I'd still give FA the 6 piece Gaussian's rather than BU (or Focus Chi in MA parlance) simply because FA uses those enhancement values better, not to mention giving you more use out of the Gaussian's proc. If I was really short on slots, I'd just pull one from another power and leave BU/Focus Chi with 2 slots.
  15. Quote:
    Originally Posted by Solistion View Post
    I love dual pistols, no it's not the super heavy hitters that fire and Sonic are for blasters, but i love it. I notice it has no aim and no snipe which for one i am perfectly cool with, but i would honestly love to see the devs bring this power set out for scrappers. I think it would fit pretty perfectly (kind of like spines) it wouldnt have the 90 yard range least i dont think, but even at 40 yrds i could love it. i would say it should have spines range for its moves such as piercing rounds. I'm a scrapper at heart so playing a blaster is a bit tough for me but if at all possible, i'm requesting that DP head over to scrappers for sure, and maybe brutes.
    As the devs have said, Scrappers are about as likely to get Pistol Melee as Blasters are to get Katana Blast and Controllers are to get Broadsword Control.
  16. Quote:
    Originally Posted by Tormentoso View Post
    Had I done a nerf to the original ET, I would have given it a -DMG component to it as well. It is called "Energy Tranfer," let it keep the high damage/low animation at the expense of really draining you. You just passed your enegry unto one attack, you should be weak. I'm thinking something in the realm of Rage's massive damage crash, though maybe not as long. Would make for a good finisher, or when you really really want someone dead now. Not the one attack that saves the entire set by spamming it left and right.
    My solution was to make it a -hp and -regen debuff that lasts for ~30 secs, as well as self damage. Sure, you can spam the crap out of it, but, if you continue to do so, you're going to turn yourself into a squishy little guy.
  17. Quote:
    Originally Posted by Dekord View Post
    Ok, that seems like a great build! Though, may I ask, why did you replace Eagle's Claw with Crippling Axe Kick?!
    Two words: attack string.

    The best MA attack string is Storm>CAK>Storm>CK. The reason for this is pretty simply: Storm Kick is the best attack in the set, hands down, from a damage perspective.

    If you don't know why Storm Kick is the best attack in the set, that's also a relatively simple answer: activation time. However much damage an attack does per activation doesn't really matter because each attack takes a different amount of time to activate. The more important metric for damage comparison is Damage per Activation second (DPA). DPA is calculated by dividing the damage a power deals by the amount of activation time that the power takes up. The time that a power takes to activate as told to you in the detailed information is actually incorrect for reasons that are a bit too complex to get into in this post. Suffice it to say that you have to account for something referred to on these boards as Arcanatime, which requires that all activation times go through this formulaic grinder: ((roundUp(baseTime / .132) + 1) * .132) = realTime.

    Storm Kick has a base DPA of 97.7 (103.2 / 1.056). CK has a DPA of 73.0 (134.9 / 1.848). CAK has a DPA of 61.1 (112.9 / 1.848). Eagles Claw has a DPA of 59.1 (164 / 2.772). Virtually every attack power except for Thunder Kick has a better DPA than Eagles Claw (the reason which is pretty much exclusively tied to its outrageously long animation time). Now, even if Eagles Claw had the same DPA as CK or CAK, it would still be better to keep it out of the attack string because it takes up so much animation time, animation time that could be used for Storm Kicking the target in the face. This gets a bit too far into attack string design, but, suffice it to say that Eagles Claw is bad and only fits into PvP builds (where long animation + stun is actually a good thing) and SO grade builds.
  18. Quote:
    Originally Posted by Dekord View Post
    Ok, (mostly) fixed. I probably shoulda moused over MoG and found out the old guide I was using was wrong . Any more advice for a newbie?
    You're still underslotting some of your powers (MoG), overslotting others (Focus Chi), and using the completely wrong sets for others (FA). Laser Beam Eyes is, imho, an utterly useless power. You'll find it just sits there because you're already in friggin' melee and it's faster 99.99% of the time to just jump over and punch the target.

    Here's an MA/Regen build that should do much better for you.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic 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 -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Mako-Dam%(25)
    Level 1: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(48), RgnTis-Regen+(50)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(21), Dct'dW-Rchg(23)
    Level 12: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(23)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Panac-Heal/+End(27), Panac-Heal(27), Panac-Heal/EndRedux(29)
    Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
    Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(34), S'fstPrt-ResDam/Def+(34)
    Level 26: Dragon's Tail -- 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 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), GftotA-Run+(40), GftotA-Def/EndRdx(40)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(42), GftotA-Def/EndRdx(42)
    Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(46), RechRdx-I(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 47: Vengeance -- LkGmblr-Rchg+(A)
    Level 49: Resilience -- GA-3defTpProc(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  19. Umbral

    Kat/Regen

    Where Kat/Regen is concerned, you haven't really gotten everything down pat.

    Just going down the list...

    Numina's 3 and 4 piece set bonuses are largely useless for a */Regen. +Hp means nothing when perma-DP combined with the passive accolades puts you within a single set bonus of the Scrapper hp cap. You'll get all of the remaining +hp that you need from tangential bonuses, like the 3 piece set bonus from Touch of Death or Mako's Bite, while you're on your way to the 6 piece set bonus for those sets. +Heal is useless because the only power you've got that benefits from it is Dull Pain. Reconstruction doesn't benefit from it because Reconstruction is flagged to ignore buffs and debuffs. All of your regeneration powers don't benefit from it because it's a global enhancement to healing, specifically, which doesn't include regeneration. Even Dull Pain only benefits partially because that +heal only affects the heal portion of the power, not the +hp portion. Fast Healing is pretty much a dump for the heal set procs and a single Heal IO to give you a 2 piece set bonus and some extra regen. It's not one of your fundamental powers that needs a crapload of slotting.

    You don't need to take both Gambler's Cut and Sting of the Wasp in an IO build, or, as I should say, you don't need Sting of the Wasp because Gambler's Cut is simply better and you don't need both of them. Also, the slotting you've chosen is less than optimal because you're going to want to get an AH proc into Gambler's Cut. If you're going with purples, since you're using Gambler's Cut so often, I would recommend giving it 5 piece Hecatomb (all but Dam/Rech) and the AH proc.

    You're overslotting Quick Recovery and Stamina (and taking Stamina way too early; you're not burning up that much endurance to need it at level 20; you've already got Quick Recovery doing more for you than Stamina does). What you're getting out of that 6 piece set doesn't make up for the fact that you're wasting so much enhancement. The standard slotting I use for Quick Recovery and Stamina is pretty simple: Perf Shifter proc (because it's friggin' powerful), Perf Shifter End Mod, and a common End Mod. It's the best bang for your slot buck that you can manage.

    If you take nothing else away from this post, learn this: Divine Avalanche is an attack, and it should be slotted as such. Using Divine Avalanche kills your DPS. If you don't slot it as an attack, it's going to hurt your DPS even more. Best slotting, imo, is 5 piece Crushing Impact (for the +rech set bonus) and an LotG +rech (because you want as many of these as you can stuff into your build; they're awesome).

    On the same note as what you did to Divine Avalanche, Reconstruction is a heal, not a resistance power. The only resistance you're enhancing with that set up is your toxic resistance, and I really doubt you're facing that much toxic damage that you need to enhance the crap out of Recon. 5 piece Doctored Wounds (all but End/Rech) or 5 piece Panacea (all but proc) is what Recon both needs and wants.

    Health is a largely useless power to a */Regen. */Regen already packs enough damage recovery that anything that Health provides is eaten up into nothing. Slotting it up is drawing slots that could be used in substantially more efficient ways, like providing more recharge or defense. I'd give it a common heal IO or maybe a heal unique if I were feeling generous.

    Dull Pain needs and wants to be treated the same as Reconstruction. Like I've said before, Numina's Convalescence isn't all that great and 5 piece Doctored Wounds is awesome. 5 piece Panacea is decent enough, but recharge matters with a power like DP, so you might not want to use that set (Panacea 5 piece is ~15% +rech lower than Doctored Wounds 5 piece low recharge set up, it's about 23.5% lower than the high recharge set up and only provides 2.5% more +rech than the Doc Wounds 5 piece).

    Build Up doesn't have all that many important things to enhance. The endurance cost is negligible, and the tohit buff is large enough that it's redundant to make it bigger. The only thing that matters is recharge. If you want to make out with a bit more interesting slotting, give it an Adjusted Targeting Recharge, Adjusted Targeting Tohit/Rech, and a common Recharge IO. You'll get like 2% less +rech (whoop de do...) but get a decent little 2% +dam buff.

    For Golden Dragonfly, that's decent enough slotting, but, if you really want to push the envelope, put in the Fury of the Gladiator proc into there (like you put the AH proc into Gambler's Cut). The two -res procs stack and will allow you to generate substantially more DPS than you would be otherwise (combining the two, with a decent attack string, you'll generate 12-16% -res on average).

    If you're going to take FA, it's going to need/want more love than that. It benefits from both endurance and tohit buff slotting, so you can afford to dump a few more slots into it. Best idea, in my opinion, is to do a 6 piece Gaussian's: you get good end redux, good +tohit, a nice little proc that provides some nice +dam over time, and a very nice set bonus (2.5% +def to all 3 positions).

    Physical Perfection is virtually pointless to slot. The base values are so low that you get almost nothing out of it. Of course, if you're getting Quick Recovery, Stamina, and Physical Perfection all in the same build, you probably don't need at least one of them. Honestly, I'd do away with Stamina because having to take 2 other power from Fitness is annoying, and you don't need the massive increase to recovery until you get a massive end drain like FA (which is right when PP comes along). Honestly, if you did that, you'd get 3 more power picks and a new power pool that you could use to pick up Leadership (for Maneuvers and Tactics), with a spare pick for Resilience (great spot to shove the Steadfast and Gladiator's 3% +def IOs).

    MoG should most definitely be taken at level 38. Get MoG, slot MoG, learn to love MoG. It's, honestly, my favorite power in the entire set. Giving it just a single slot is an insult the the awesomeness of the power. MoG loves recharge. Feed the MoG recharge and it will make you happy. Slotting it for resistance or defense is kinda pointless because it'll already be pretty much capping you on both values. My preference for slotting is an LotG +rech (weren't expecting that, huh?), an LotG def/rech, and 2 common rech IOs. You'll get redzone recharge enhancement, a nice little +regen set bonus, and 7.5% +rech global. Complete awesomeness.

    Something else you may want to consider is getting some AoEs. Not only will it make you much more effective on teams, where AoE damage means a helluva lot more than ST damage, but the PbAoE damage sets have quite possible the best IO set in the game: Obliteration. It's got awesome enhancement values and even better set bonuses. It's a definite want set. I'd definitely make room for The Lotus Drops with 6 piece Obliteration, at the very least (most likely by dropping Sting of the Wasp, useless thing that it is).

    Here's a crazy tweaked out Kat/Regen build I've got on my hard drive that you may want to check out. It's softcapped to melee with but a single application of DA and filled will all kinds of other goodies. It's the updated version of the build I made that ValBlademaster used to solo 4 dev AVs at once.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Fast Healing -- Numna-Heal(A), RgnTis-Regen+(29), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(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(13), Winter-ResSlow(27)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(19)
    Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(19), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(21), Panac-Heal(23)
    Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(29), Heal-I(31)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(27), S'fstPrt-ResDam/Def+(34)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), 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 -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(40)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43), FotG-ResDeb%(43)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(40), RechRdx-I(46), RechRdx-I(50)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), Panac-Heal/+End(45)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Resilience -- GA-3defTpProc(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  20. Quote:
    Originally Posted by Fireheart View Post
    If you're going to Take Boxing, why not use it? Is it because of low DPA?
    Yes. Boxing is a horrible attack and the only reason to take it is that you have to choose between it and an even worse power (Kick) in order to get access to the incredibly useful Tough.

    Quote:
    With a full roster of attacks, why do you need Hasten? What powers need the recharge... Instant Healing and MoG perhaps?
    Because Hasten lets you use your better attacks more often. Hasten means you're using Thunder Kick less and Storm Kick more. It also helps that Hasten increases your survivability by allowing you to use all 4 of your */Regen clickies even more as well. In */Regen, everything gets better thanks to Hasten.

    Quote:
    And finally, why Health/Stamina AND Physical Perfection - and why so late? Is it Just that all of those 30-40 powers are so critical?
    Because running out of endurance sucks. Notice that none of your attacks are slotted with endurance reduction. In order to counter this, you need a lot of endurance recovery. This is addressed by having all of those powers. Now, the reason why you don't see Stamina until the very end of the build is quite simple: it's not needed until then. Up until that point, most of your endurance problems can be reasonably easily taken care of by Quick Recovery and MoG (which gives you back 25 endurance every time you use it at the cost of only 2.6 endurance; all the more reason to love MoG!). Once you get Focused Accuracy, the end hog that it is, you're going to want to get your blue bar back. Physical Perfection and Stamina are there to make sure that, even with everything turned on, you'll still be in the blue.
  21. Quote:
    Originally Posted by Dekord View Post
    Wow, that was fast! Thanks a bunch for the help, I am still learning. I'll try to incorporate some of the changes in my build tommorrow. Doing anything intellectual in the evening usually involves it getting worse.

    Thanks again for the help!
    Some other bad things you're doing:

    You don't have MoG. This is a mortal sin. MoG is friggin' awesome. I would give up IH, Resilience, and Tough before I gave up MoG. 15 seconds of unkillability is incredibly powerful. If you don't take MoG, you're doing it wrong. I should slap you upside the head for skipping one of the most powerful tools available to */Regen.

    You forgot to slot the Steadfast Protection 3% +def IO. It's pretty much exactly like the Gladiator's 3% +def IO only it costs 3-5 million instead of 3-5 billion, not to mention that it also enhances resistance rather than simply providing the effects of the IO bonus.

    Like I said before, +hp set bonuses are pointless. Dull Pain is incredibly easy to make permanent (just 55% +rech required if you've got Hasten 3 slotted) and, with the passive accolades, you're within a single +hp set bonus of the cap. +HP set bonuses are next to useless to a */Regen.

    Revive is similarly pointless. Even if you take it, you shouldn't slot it. It's a wasted power pick and those are wasted slots. You could have switch out Revive for something that would actually keep you alive, like MoG, which, and I say this again for emphasis, I should slap you upside the head for skipping.

    If you're spending the money to get the most expensive IO in the game just to boost your defense, it's kinda stupid to not go with a power pick that will provide more defense, even before you slot it.

    Here's something you should make sure to think about: if a power can accept an LotG +rech IO, slot it. That IO gives you more defense through enhancement and more defense through the IO bonus. It's pretty much about as good as you can get for a */Regen of any kind. This means that Hover should get it, MoG should get it, Weave should get it, Maneuvers should get it, Stealth should get it, etc. Any place you can slot one should get one. It's just that awesome.

    Endurance should not be a problem for you. Ever. A top end attack string is going to consume roughly 3 end/sec on average. Any endurance you gain after that point is wasted. That build has a passive endurance gain of 4.24 end/sec (4.65 passive + 3 * .2 Perf Shifter proc - 1.01 passive consumption). That's a huge amount of wasted endurance. You can easily get away without the Fitness pool.

    On the same note, why the hell did you enhance Stamina more than Quick Recovery? Did you not even look at what each power does? QR is stronger than Stamina and yet you enhance Stamina more? When you're trying to conserve slots, you want to enhance your stronger powers more than your weaker ones because enhancement values are multiplicative. Your biggest multipliers should be applied to the biggest base values.

    For your attacks, the PvP sets aren't really all that awesome. None of the bonuses provide you with much benefit. They just look fancy and cost a crapload. You can get more benefit out of using different sets like 5 piece Crushing Impact (5% +rech) and 6 piece Touch of Death (3.75% +def melee).
  22. Umbral

    build planners

    Quote:
    Originally Posted by blackmelee View Post
    that dumb mid build planner doesnt work anyone got a link to one that works
    That link has worked fine for absolutely everyone else (including me). Unless you're running on a Mac, it should work perfectly fine.
  23. Here ya go. It's even designed with the proper slot level assignments! The basics can be summed up by saying that you want your basic functionality first and then you expand. I place survivability before bonus beatdown because you can't kill stuff if you're already dead.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Thunder Kick -- Acc(A), Dmg(43), Dmg(43), Dmg(43), RechRdx(45), RechRdx(46)
    Level 1: Fast Healing -- Heal(A), Heal(46), Heal(46)
    Level 2: Storm Kick -- Acc(A), Dmg(3), Dmg(3), Dmg(40), RechRdx(40), RechRdx(42)
    Level 4: Reconstruction -- Heal(A), Heal(5), Heal(5), RechRdx(37), RechRdx(39), RechRdx(40)
    Level 6: Quick Recovery -- EndMod(A), EndMod(7), EndMod(7)
    Level 8: Crane Kick -- Acc(A), Dmg(9), Dmg(9), Dmg(15), RechRdx(37), RechRdx(37)
    Level 10: Dull Pain -- RechRdx(A), RechRdx(11), RechRdx(11), Heal(13), Heal(13), Heal(15)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Integration -- Heal(A), Heal(17), Heal(17)
    Level 18: Crippling Axe Kick -- Acc(A), Dmg(19), Dmg(19), Dmg(25), RechRdx(25), RechRdx(36)
    Level 20: Focus Chi -- RechRdx(A), RechRdx(21), RechRdx(21)
    Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Dragon's Tail -- Acc(A), Dmg(27), Dmg(27), Dmg(34), RechRdx(36), RechRdx(36)
    Level 28: Instant Healing -- RechRdx(A), RechRdx(29), RechRdx(29), Heal(48), Heal(48), Heal(48)
    Level 30: Tough -- ResDam(A), ResDam(31), ResDam(31), EndRdx(31)
    Level 32: Eagles Claw -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), RechRdx(34)
    Level 35: Hurdle -- Jump(A)
    Level 38: Moment of Glory -- RechRdx(A), RechRdx(39), RechRdx(39)
    Level 41: Focused Accuracy -- EndRdx(A), EndRdx(42), EndRdx(42)
    Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45)
    Level 47: Health -- Heal(A), Heal(50)
    Level 49: Stamina -- EndMod(A), EndMod(50), EndMod(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  24. Your link is borked and you didn't include the data chunk. If you did a preview of your post, it will eat the data link, so you should probably either edit it back in or post the data chunk on its own. Also, the long forum export is mostly pointless since it takes up more space than the short forum export and takes up twice as much space.

    In a cursory look, 6 slotting Hecatomb and Apocalypse is mostly pointless. The 6 piece set bonus is pretty much useless. 5 piece Numina's is pretty much useless as well. +HP is pretty much useless thanks to perma-DP, the +heal set bonus doesn't benefit Reconstruction, Integration, or Instant Healing so all you're getting is a tiny bit of extra healing (but no +hp, not that you should need it anyway) from Dull Pain.

    Overall, you're not packing a spectacular amount of recharge or defense, both of which are things that you're going to want to get in a decent */Regen build. I would aim for at least 30% +def(melee) and at least 50% global +rech (excluding Hasten).
  25. Quote:
    Originally Posted by blackmelee View Post
    yo umbral, i dont know how do get my build on here without all the tedios typing. i dont have one of those hero planners. i am old school, i do it by experince, watching, asking other players in game, bugging the heck out of tolerant people on global channels, and reading forums. This is the first time i cant get it done by trail and error.
    http://www.cohplanner.com

    Download it. Start playing around with stuff.