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Posts
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Joined
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Quote:At level 50, Blaster Inferno does 304.98 damage base (62.56 smash, 125.12 fire, 50% chance for 93.84 fire, 75% chance for 93.84 fire). Shield Charge doesn't even compare with its 200.2 base damage. Keep in mind that, when you're looking at the power itself, you shouldn't be factoring in contributions from things like AAO. When analyzing the set as a whole, it's useful, but when comparing powers 1-to-1, it's not really appropriate.I still say mine does as much damage as a blaster. I'll test on wifes inferno. Both are fully IO'd. The radius may be smaller but once i agro them to me i can hit them all anyways.
Quote:Even in the defensive set, it still does more damage than LR in the primary. I can tell by how many fall dead per mob when i switch which charge i lead with.
Quote:Just going by numbers, with AAO and Melt Armor i'm dealing upwards of 700-800 hps with SC. Without Melt Armor it runs in the 600-700 range.
Quote:Not sure about Inferno (which is what wife has), plus it's up alot more often the blaster nukes. Wifes is up every 3rd mob or so. SC is up every mob. Cept RoA. Mines up every 16 sec or so, so it may compare with SC. -
Quote:So why exactly are you playing */Regen then?The overview is very much appreciated. It has let me know I am on the right track as it is pretty close to the build I am using now. The main difference is that I have not taken Dull Pain. Right now I am just keeping it low impact leveling and not running tfs or AV's or anything of the sort so I really don't feel like I need it. For this kind of play I tend to prefer more passives and less "Oh S&*$" buttons. For high impact play, pvp and soloing avs and such, iwinbuttons are king... but not for what I'm doing now.
A thousand thanks. -
Quote:Personally, I haven't noticed a decrease in teaming outside of TFs/SFs whatsoever, and I play at incredibly weird times. I'm reasonably sure that the reason is more that people are too lazy to simply start teams or you're suffering from an observer bias.I've been tossing this idea around in my head since the introduction of Merits and the realization that non-mission holders do NOT receive Merits for participating on the missions (unless it's an Ouroborus team) combined with the decline of teaming outside of TFs/SFs.
Quote:3) A system that encourages and works for all developed content.
If merit rewards were awarded for any content, not to mention having them scale with larger teams, there wouldn't be as much reason to run TFs any more. Merit Rewards were designed to be unique to TFs and story arcs because the devs wanted to encourage people to run those rather than simply farming bank missions. This is the same reason why VG merits are rewarded for defeating any Rikti after you join Vanguard but the fastest way is to participate in a mothership raid. Making it so that task specific rewards are awarded based on partial completion (i.e. per mission basis) and for all canon content rather than the task that they were originally designed to encourage you're getting rid of the "task specific" part of "task specific rewards". -
Quote:Well, when you think that the problem exists in a single mechanism, then you're going to look for solutions to deal with said mechanism. You see the market exclusively as the BM/WW, so you're looking exclusively there for a solution.To completely solve the problem? It brings to mind the Vietnam war saying "We had to burn the village to save the village." Destroying the market and starting from scratch isn't a realistic option, though at times it sounds pretty good.
The problem isn't actually with the BM/MM. The problem is that currency is created (via defeating enemies) substantially faster than currency is destroyed. The existing mechanisms that used to work to keep the economy somewhat in check (enhancements being destroyed via replacement, buying things from vendors, costume costs) didn't keep up with the vast increase in influence generation. Putting a cap on the amount of money you can hold simply serves to drive wealthy players away from actually using that currency for their transactions.
The real solution would be for some mechanisms to be added to specifically destroy money within the economy. Modern governments do this by simply printing less money and bringing more in. Video games do this by creating influence sinks. If the devs want to stem inflation and bring prices down, they need to add some vendor items that cost a boatload of money while providing some tangible non-combat benefit. Additional salvage/auction slots, temporary power mission teleports, and other nice but not necessary things all work quite well. -
Quote:I'm not, but then, I never am.Heh. I think you have the right attitude about further abuse, and I apologize if I was too, uh, blunt?
Quote:I haven't read the other threads, but at least based on this thread, you've done nothing even CLOSE to "leave this forum" worthy. -
Comparing Shield Charge to the weakest of the "true nukes" (i.e. not crashless), Thunderous Blast, Shield Charge for a Scrapper deals 200.2 smashing damage over a 20' radius spread while Thunderous Blast deals 265.88 energy and smashing damage (62.56 smashing, 125.12 energy, 75% chance for 62.56, 50% chance for 62.56) over a 25' radius. The true nukes are still a good deal stronger, but SC is pretty up there. It's, honestly, more appropriate to compare it to a blaster mini-nuke (i.e. crashless), like Rain of Arrows, that deals 225.21 lethal damage over a 25' radius area. The comparison still prefers the Blaster nuke, but, considering that Shield Charge is in a Scrapper defensive set, it should probably be a bit more preferential towards the Blaster nukes.
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The problem isn't that he posted builds (he didn't). It's that he posted information concerning those powerset combinations that is simply incorrect. Posting incorrect information in an authoritative manner is the problem that I had with his posts.
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I'd much rather you simply posted accurate and correct information. Tact and minimalism are great, but they're not going to be doing much if most of what you're saying is blatantly incorrect.
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Quote:Except that it's not an issue of the connection being overloaded. It's an issue of your RAM being overloaded because it's getting a single huge data dump. Would you like to know how I know this? Because if it were an issue of connection instability, you would be logged off rather than simply having the game crash because it used up all of the available memory for it to run on so that the underlying processes no longer had space to run in. I've yet to meet anyone that hasn't solved whatever WW woes they've had (including my own) by just getting more RAM.Now, from a tech perspective, here is why:
Connection 1:mapserver
You click on WW rep
Connection 2IFFERENT server with auction info. This DIFFERENT server sends a raw data dump, as evidenced by the net stats filling to the top with green (or not green if packets are lost, usually green for me)
Connection 1:mapserver tries to keep communicating during this time. As the connection is being flooded, there is an appreciable chance it will fail to do so.
By the way, necroposting is against the forum rules. Please try to refrain from doing so in the future. -
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Quote:It's supposed to be the integration of your mind and body. Similar to how willpower accomplishes what it does. It's kind of the same reason why */Regen gets Dull Pain (which says that you're using "ancient techniques").May I propose changing the Mez protection power's name from Integration to Homeostasis?
I've never quite understood what integration had to do with becoming resistant to holds and stuff and increasing regeneration rate whereas Homeostasis seems to fit the bill for the set:
From the power description:
Quote:You can Integrate your mind and body, making you resistant to Knockback, Disorient, Hold, Sleep, and Immobilization effects, as well as increase your regeneration rate, for as long as you can keep this toggle power active -
Except that you're still getting this wrong. Like I said in the post I did wherein I completely ripped apart whatever you were attempting to do, 20% faster recharge does not equate to 20% more damage. Please, learn what you're talking about before you start saying anything that someone could even possibly consider authoritative.
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With a decent build, you can get Recon back in under 20 seconds. If you need DP and Recon after 15 seconds of sheer unkillability with */Regen's impressive base regeneration, then you're doing something wrong. New MoG is infinitely better than old MoG if only because using new MoG doesn't render every power in the set aside from Revive useless (and Revive is only useful because if you were actually in a case wherein death was actually a reasonable possibility, you were going to die either before or as it crashed).
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The Elec/Shield Scrappers would choose to disagree with you there. When it only takes 2 powers to wipe out an entire spawn and those powers are up every 30 secs or less, you don't really get much faster.
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As many others have a habit of doing, I put my click mez protection, or if I don't have that Hasten, on auto. I got into the habit of checking for my non-auto powers to complete way back in the pre-ED days when you wanted to have perma-Hasten and perma-DP on your IH toggled regen. It's managed to stick through the years. Of course, it probably helps that I've gotten a lot of practice learning power reapplication cycles by playing a number of shield basic support toons to 50 too.
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Quote:Except that it's not really that much more survivable, and it's only moderately better than Fire's (which provides more damage and a better heal) and Dark's (which has the added advantage of mez toggles and defense, which you ignored).slightly better damage resistance than other
armours (26% in stead of 22%).
Quote:Two endurance buffs (Power Sink, Energize).
Quote:And on top of all this - LIGHTNING REFLEXES, making all of your powers recharge faster (including your heal - ENERGIZE). In essence, a 20% faster attack means 20% more damage over time.
Quote:Other secondary powers could be FIRE or DARK Armor but
both of these have weaknesses that Electric doesn't have - DARK has no endurance buffs. FIRE, although has an endurance reclaiming power, is a weaker armour in general.
Quote:I've played both these secondaries with Spines and find the Electric armor to be the best - The damage is equal to FIRE,
Quote:better than DARK.
Quote:The defence is better than both
Quote:The endurance reclaiming is better than FIRE and far better than DARK (which has none).
Amazing, not only was your analysis fair, but it was also comprehensive and correct! Simply amazing! /sarcasm -
The slotting on some of your attacks is rather pointless. 5 piece Mako's isn't really worthwhile because the biggest reason to use Mako's is that 6 piece set bonus. Only going with 4 pieces of Obliteration is similarly quixotic because the 2 biggest reasons to use Obliteration are the 5 and 6 piece set bonuses. And yes, before you say anything, you should be wanting more melee defense because having to maintain 2 stacks of DA on yourself in order to stay melee softcapped means that you're going to be hurting your DPS a lot.
Also, the Force Feedback proc isn't really going to provide you with much benefit. It has a 5 second enforced downtime, not to mention a tremendously bad proc chance.
Personally, I'd say that you're overslotting Tough and Weave. 5% +rech bonuses are incredibly easy to get a hold of and AoE defense should really be the last of your worries: for the same number of slots, you could convert one of those Mako's 5 pieces into a Crushing Impact 5 piece, pull 2 slots out of Tough to put into SJ for a 3 piece BotZ (which will net you the same AoE defense and more ranged), rework Weave to have 2 piece LotG and 2 piece GotA to provide Integration with another slot to more efficiently use your procs.
6 piece Decimation doesn't really do you much good, unless you're actually planning using Laser Beam Eyes with its atrocious DPA rather often. You might want to consider just going with the 5 slot (if you even want to bother with it at all since, honestly, there are better slot expenditures imo).
+HP set bonuses, like the Perf Shifter 3 piece, Miracle 3 piece, and Eff Adapt 2 piece, are pretty much useless for a */Regen if you plan on getting the accolades. Dull Pain and the accolades brings you close enough to the hp cap that you only need a single set bonus, such as the ones you get tangentially in Mako's Bite or Gaussian's, to get yourself over the top.
Moment of Glory doesn't really need a lot of +def enhancement. It's already putting you way over the softcap without any enhancement (base def is 71.3%, 26.3% over the softcap). The only thing MoG needs enhanced is recharge, which you didn't really do much for. Personally, my standard slotting for MoG is the LotG +rech, LotG def/rech, and 2 level 50 common recharges. You get the +rech, the +regen, and redzoned recharge enhancement.
In summation, you hurt yourself a lot by not going to set bonuses in some powers and hurt yourself more by going for set bonuses in other powers that didn't really need the extra enhancement. You didn't really capitalize on the use of the healing uniques, or +def set bonuses.
Here's a Kat/Regen build that should have pretty much the same budget as yours. It maintains better slotting values in all of the powers I mentioned earlier, universally better defenses (including softcapped melee), better damage recovery, better endurance sustainability, and better damage.
Hero Plan by Mids' Hero Designer 1.601
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 -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Heal-I(A)
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 -- Numna-Heal(A), Numna-Heal/Rchg(19), RechRdx-I(21), RechRdx-I(21), Heal-I(23)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23), RechRdx-I(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(29), RgnTis-Regen+(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 -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(36)
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 -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(40)
Level 32: Golden Dragonfly -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Dmg(43), Oblit-%Dam(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 -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(46), EndMod-I(46)
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 -- S'fstPrt-ResDam/Def+(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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Quote:It's not 30% to all three positions, but it does most of what you're asking for.Unless you can show me a build that can get up to 30% def to melee, ranged and AoE and have decent recharge.... (I would be happy to see it, cause I've been trying to do it in mids). I am not stuck in my ways and would love to be wrong =).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- Empty(A)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(9)
Level 6: Reconstruction -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(9), Panac-Heal/Rchg(11), Panac-Heal/EndRedux/Rchg(11), Panac-Heal(13)
Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15), Hectmb-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: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Regen/Rcvry+(25), Panac-Heal/+End(27), Panac-Heal(27)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(29), Apoc-Acc/Rchg(29), Apoc-Dmg/EndRdx(31), Apoc-Dam%(31)
Level 20: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/Rchg(48), GA-3defTpProc(50)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Rchg(37), Dct'dW-Heal(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(39)
Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
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 -- P'Shift-End%(A), P'Shift-EndMod(46), Mrcl-Rcvry+(48), EndMod-I(50)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Personally, for a */regen, I vastly prefer going for positional defense over going for typed defense. I know that you can softcap s/l from a standstill (I've done it on a of couple proof of concept characters) and that will do a lot for you, but I prefer my get recharge, decent enhancement values, and defense. If I'm going to destroy the slotting on half of my powers in order to get to the softcap, why am I playing a */Regen?
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And apparently you don't know what that reason is. It's not that they're supposed to be some kind of prestige AT or that they're meant to be better in some way. It's that they have a specific, epic storyline that they follow. It has nothing to do with prestige and even less to do with the skill required to get there (AE put the final nail in the coffin concerning the idea that getting to 50 meant something). It's all about the fact that they follow an EPIC story.
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You mind posting the data link or the data chunk so that we can upload it straight to mids? Makes it much easier to see the values and mess with the build as a whole.
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It wasn't a bug. It was WAI. Castle simply changed it because he realized how completely bonkers it was.
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Quote:First off, be glad I didn't go into more depth concerning your build. There's a helluva lot more that I could have said that I left out because that build was quite easily the worst attempt I've seen at making a build, especially since you were apparently aiming for the softcap, which is a rather lofty goal.First off you if you read my first post for this I mentioned I am new to mids, second you did not had to get rude about it. I was asking for some advise is all I was doing.
Secondly, I did give you advice. I gave you a good deal of advice. I also gave you an excellent build if you don't want to build one yourself. I just also served it up with a healthy dose of Umbral.
Third, I'm an *******. I tell it like it is. If you hang around these boards for very long (and I hope you do, you'll learn something and get better at building), you'll find that I give a great deal of excellent information out about all kinds of stuff. You'll also find out that if you're doing something stupid, I'll outright tell you that. I don't do this because it makes me feel better or because I think you're utterly incapable of changing that. I tell it to you because if I coddle you, you'll begin to think that any of those horrible decisions you made were legitimately effective. It's positive punishment. It teaches you to avoid posting idiocy and encourages reviewing what you're doing to make sure you can avoid the inevitable tongue lashing. Comically enough, when talking to people that I'm not having to talk down to, I'm actually quite a nice person and go out of my way to avoid insulting people. I just have a very low tolerance for idiocy of any kind.