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Only one problem: Cottage Rule. Castle has stated that he is not going to completely replace a power with one that doesn't fulfill roughly the same function. Intangibility powers would need to be replaced with powers that have have intangibility. Energize, even though it's pretty much considered exclusively a heal, still has end redux, allowing it to maintain the Cottage Rule. When Castle changed MoG, he didn't suddenly make it do something different, he made it do the same thing but on a faster cycle and removed the completely pointless -regen, -hp, and crash aspects of it.
The Cottage Rule is one of the primary problems with changing the intangibility powers: to make people take them more often, they need to be completely revamped, but they're not going to be completely revamped because Castle doesn't completely recreate powers because someone likes it the way it is (just look at the attempts to change the powers in the APPs/PPPs). -
Quote:Honestly, I see this as a good thing however. One of the the advantages of a low proc chance effect is that you can increase the potency of the effect (i.e. duration and magnitude/debuff size) without having a huge effect upon balance because it's a grab bag. How would you feel if Thunder Kick's chance to stun was pulled down from 10% to 5% but the magnitude was increased to 4, so that it could actually stun a boss. It makes it much more crit-like (because you can actually stun a boss if you get lucky) and doesn't really pull it out of balance because it's not reliable, much less common to get it.And herein lies the difference between something you can rely on and something you can't. Thunder Kick's stun is so insignificantly unlikely to help, that you play as though it doesn't exist and if it does trigger, you just shrug your shoulders. The knockback on Crane Kick and Dragon's Tail, on the other hand, is consistently more reliable, so you grow to expect it and rely on it to trigger. You may or may not NEED it, but you EXPECT it.
Basically, that's what it comes down to for me - getting a feel for what my character can do and a feel for what I can expect to achieve when I use my powers. Wildcard powers that could do a lot or do almost nothing at all do NOT sit well with me.
If the entire set was redone so that every attack has 2-3 low chance but high powered secondary effects, I think it would be awesome. Rather than trying to get a series of procs, such as with Energy Melee's stuns, you would be trying for one of any of a number of higher power procs that don't stack. It's the same thing that happens with Scrapper crits: they're not common, not really expected, but they hit like a truck. If the MA attacks each had a grab bag of secondary effects that followed the same mentality, you'd have something interesting and varied. You'd also then be allowed to bring in such esoteric effects as -rech, -dam, -regen, among others, without allowing the set to become reliant on them. If there are 2-3 5% chance effects of high potency per attack, you'd notice them when they happened ("I stunned that boss! Nice.") while simultaneously remaining roughly balanced (it would take roughly 7 attacks if they each had 2 procs before you'd have roughly a 50% chance to have seen a proc; if the magnitude were roughly equal to the stacked effects of 7 attacks from a single debuff type style power set, you'd have a rough sense of balance). It would be more variable, but it would add some flair to the set ("Why is the boss dealing so little damage?" "That was me. Thunder Kick proc'd the -dam debuff" "Who just confused the boss?" "That was me again. Thunder Kick."). -
Quote:Posting at 1 am should be no excuse! I'm regularly known for posting at much worse hours than that.Could I just buy everyone a beer and chalk this all up to posting most of my comments at around 1 am. I'll just go back to my corner
The massive /facepalm that is your comments is just disgusting, no matter the context. -
Quote:That's a known problem with Mids. Taking Physical Perfection isn't triggering the choice as a tier 2 option so it doesn't unlock Energy Torrent. Just power through Mids' (as it allows) and just pick Energy Torrent after you pick the 2 previous Body Mastery powers.I have had problems with Mids too, but it's not about the acceptance of I16. It's more of a question about the basics. About Body Mastery for scrappers, what's the rule about energy torrent, about how to take it I mean. I know you must take 2 powers before taking it, but if I take conserve power and physical perfection i cant take energy torrent. How come?
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Quote:Well, let's see, Storm has an activation time of 1.056 seconds, Crane and CAK have an activation time of 1.848 seconds, and DA has an activation time of 1.716 seconds. Going right off the bat, no, you can get a seamless attack string. A straight cycle of the attacks (Storm>Crane>CAK>DT) would be possible except that DT needs to recharge in 4.752 seconds. Interposing Storm Kick into the straight cycle would be able to round it out except that the recharge requirement for it makes it a bit hard to interpose it nicely.Is a seemless attack chain possible with these numbers...
Storm Kick - 2.33s recharge
Crane Kick - 4.23s recharge
C.A. Kick - 3.38s recharge
D's Tail - 5.44s recharge
Thanks in advance.
You may want to think about getting rid of CAK in exchange for Eagles Claw, which would actually be able to generate a constant attack string. Assuming you give it the same +rech as CAK (136.6% +rech), Eagles Claw would recharge in 5.07 seconds with an activation time of 2.772 seconds. You'd then be able to run a seamless attack string of Storm>Eagles>Storm>Dragon's>Crane. -
First off, don't take Revive. It's pretty much worthless because it's just an awaken on a 5 minute cooldown. It's not even a viable combat rez because there's no period of invincibility.
Secondly, you may want to think about taking Body Mastery rather than Weapon Mastery when you respec. Focused Acc is an excellent set mule for Gaussian's and Physical Perfection can actually allow you to get rid of the Fitness pool.
If you're not running an IO build, don't bother getting the +def powers. You can't get enough +def without sets to really make it worthwhile. I generally don't recommend getting defense type benefits unless you're going to have at least 15-20% +def, even with IOs. CJ + Weave isn't really going to do much of anything for your survivability (the reason being that Regen operates in small periods of increased spike survivability; small amounts of defense do almost nothing except decrease damage over incredibly long periods of time).
Something else to think about is that you may want to think about opting out of using both Attack Vitals and Sweep. You're definitely going to want BF and pulling another 6 attacks from your primary is going to be incredibly restrictive. You may want to consider getting rid of Sweep. I realize that it's a decent increase to your survivability and has more targets hit than Attack Vitals, but, thanks to the animation times and recharges on Typhoon's Edge and One Thousand Cuts, it's pretty +rech intensive to get to BF>Sweep (170% +rech in 1k Cuts). BF>Attack Vitals isn't nearly as hard to get to (the most recharge intensive power is BF, requiring 128% +rech) and is still pretty good at AoE.
If you take every Regen power except Revive, Boxing/Kick and Tough, Hurdle/Swift, Health, and Stamina, Hasten, CJ and SJ/SS, you'd still have 9 powers to pick from. If you still want to take all 7 of the DB attacks, you could then take FA and PhysPer with Body Mastery. If you don't, you could go with either Body Mastery (FA, PP, and Energy Torrent for some AoE and mitigation) or Blaze Mastery (RoF/Char, Melt Armor, and Fire Ball for AoE) depending on your preference and still have 2 power selections left over (maybe for Typhoon's Edge for some additional AoE, Revive if you feel like you're going to be dying a lot, whichever of SS/SJ you didn't take before to make zone PvP easier, etc.). -
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Maybe the higher the tier of power, the more potential proc effects it could have, until EC had a veritable rainbow of possible foe effects. I don't know if that is really practical, but it would at least be fun, and MA has basically had to survive mainly on being fun to look until now anyway.
Honestly, it's not really much of a problem since almost no one actually enhances the secondary effects of attack powers anyway. Just something to think about, especially where the IO sets (and the ability to slot procs) is concerned. -
Focus Chi with 2 extra slots. Give it the Adjusted Targeting Rech and Tohit/Rech and a level 50 common recharge. The other 2 slots should go into Tough for the 4 piece Reactive Armor set.
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Well, considering how survivable you'll probably be without ever touching SoW, you'll probably be completely fine without it. Both Resurgence and SoW are rather optional on any build, imo.
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Quote:Storm>Crane>Storm>CAKUmbral...
What is the best attack chain and the recharge needed ony using Storm Kick, Crane Kick and Crippling Axe Kick?
225% +rech in Storm Kick. Storm Kick is the best DPA attack in the set, so the entire point is to devote as much time as possible to it within reason. Storm>Crane>Storm>Fire Blast is actually better, but it requires a godawful amount of +rech. -
Cuz, you know, everyone has 314% +rech in Storm Kick. Not to mention that, when you actually calculate the DoT ticks correctly (Mids' doesn't because it assume that the DoTs will all have a chance to proc rather than requiring all previous ticks to have landed), CAK (61.1) is better DPA than Fire Blast (59.7).
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Get the +end accolades (i.e. Atlas Medallion, Freedom Phalanx Reserve). Those will do worlds of good for your endurance sustainability. Both of those accolades are incredibly easy to get too.
The Atlas Medallion takes all of 10-20 mins in Striga killing wolves and vamps (I would alternate between the two on a day-night cycle because the vamps only spawn at night), 5 minutes doing the Fortune teller mish, and a quick 5 minute badge tour through the lowbie zones.
Freedom Phalanx Reserve can take a little longer thanks to the 3 hunt badges. I generally get it in my early 40s because a run through Posi or Synapse takes care of Clockstopper, Sister Psyche takes care of Tank Buster, and you can almost always find a group hunting Fake Nems in PI (which is much faster than running mishes for them). Once you take care of those, it's just a quick badge tour through the mid-high zones. -
I'm not entirely sure about whether the attribmods are set to do that, but the Intangibility enhancements are actually described as "Increases the duration of an Intangibility Power". I'm pretty confident that it enhances duration rather than magnitude (if only from a logical standpoint), but, not having tested it extensively and operating only off of notoriously unreliable descriptions and names, I'm not entirely sure.
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Quote:Back when they first introduced FA, before I had fully HO'd out Umbral Fist (and thereby end up dating myself...), I remember grabbing it specifically because it allowed me to completely ignore acc slotting. It was wonderful. Of course, this was back pre-ED and pre-diff settings, so I was running 6 slotted QR and Stam, and IH was a toggle, and the hardest thing to fight was a +1 AV that couldn't kill me.I'm with you. I think it's too expensive for what it does, though I'd prefer they buff what it does instead of drop the endurance cost. I really liked the old version - crazy expensive endurance, but a very good buff. Interestingly enough, the endurance wasn't an issue for me. Back when I was leveling up Werner, I think I remember calculating that I could run FA with endurance reducers, replace one accuracy in each power with an endurance reducer, and come out ahead on both my chance to hit and my net endurance consumption. It seemed to work OK in practice as well, if I remember correctly. Been a long time. If you whip out numbers to show that I'm wrong, I'll chalk it up to poor memory.
Now, from memory, I remember FA originally being a 20% +tohit buff with a 1.5 end/sec cost. Assuming that you were using a 2.5 end/sec attack string (about normal for leveling), the +tohit is way more than a single acc enh, and you'd be paying 2.64 end/sec. So, assuming my memory isn't failing me, you would be gaining a lot of chance to hit while only paying .14 end/sec more, which is close enough to not be noticed (especially when you factor in the whole QR + Stam thing).
Personally, I'd request Castle just do something to balance out FA. It doesn't follow the "three times worse" rule (not that it actually applies for almost any other ATs APPs because the APP shields are friggin' gold). It's, depending on how heavily you weigh the 20% +acc, 6-8 times worse than the native version. -
Quote:Was it really that recently that it was reduced? Wow....I meant when they reduced it from 1.5 for whatever insane amount it used to be. I haven't touched my build since I12.
Still, it's still too expensive for what it does imo. Acting as if an unenhanceable 20% +acc makes up for having just over a quarter of the +tohit is absurd. -
Quote:Also, keep in mind that the listed animation times are actually inappropriate to use for DPS/DPA calculations. You need to account for the server ticks (re: everything happens in .132 second intervals) and the change of state from animating to ready to animate (re: 1 more server tick than normal). The fully accounted (generally referred to as Arcanatime) cast times are actually 1.056 and 1.848 seconds, respectively. The formula for the calculation is ((roundUp(baseRech/.132)+1)*.132).that's where i started to go wrong. /bonk. anyway sorry for the thread jack.
i was thinking, in mid's it shows the activation time on thunder kick at 0.83s. i was comparing that to axe kick's 1.6s. thanks for shedding light on that, i hadn't thought of it the way you mentioned. -
Quote:Holy crap! FA got its endurance costs reduced? I vanish for 2 weeks and suddenly awesome stuff I've been asking for the longest time happens? Maybe I should vanish for another 2 weeks and see if Castle finally sees fit to give */Regen some debuff resistances.If you're burning through endurance on a Regen, the culprit is likely your attack slotting now that Focused Accuracy has been nerfed and the endurance cost reduced to compensate. I was endurance sustainable with old focused accuracy, and am swimming in extra endurance these days since I haven't redone the build.
[edit: nevermind... just checked it; FA is still at .78 end/sec base cost...] -
You might want to think over this. Panacea actually has a good deal less +rech enhancement than 5 piece Doctored Wounds. Leaving out the Heal/End enhancement, Doctored Wounds would have 23.8% more +rech. Leaving out the End/Rech, it would still have 14.3% more +rech. Personally, I don't think a global increase of 2.5% is enough to make up for the fact that you're losing ~15-25% +rech for your heals. I would only switch Doctored Wounds for Panacea on a power that I know doesn't need much in the way of +rech (such as Dull Pain, when you've managed a 15 second overlap already).
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Technically, it's only double damage if you don't have any +dam at all. For most situations, it's would be more accurate to consider it a 33-50% increase to damage for 10 seconds.
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Quote:It does, assuming that you're capable of netting 400% +rech through some obscene mechanism. Even with the Force Feedback proc (100%), max slotting (95%), Quickness (20%), and Hasten (70%), you'd need to net 115% +rech from IOs in order to reach the cap. Even with LotGs and purple sets, that's a pretty unlikely proposition.
edited to add: umbral is correct and beat me to posting anyway. i was going off mid's numbers at work, and i'm not sure if mid's takes into account the recharge cap.
Quote:also, umbral, i was talking about crippling axe kick, not crane kick, being interchangable. and with good procs in thunder kick some people might consider replacing crippling axe kick's long animation time for two quick proc'd attacks.
Secondly, Thunder Kick has a base DPA of 54.7 and an animation time of 1.056 seconds. CAK has a base DPA of 61.1 and an animation time of 1.848 seconds. Ignoring the fact that it would have to recharge and assuming you slot Thunder Kick with 1 more non-purp proc (71.8 damage, 20% proc chance) than you would have put into CAK and both powers with 95% +dam, the two powers would be roughly the same (Thunder Kick would take ~15% more time to deal ~15% more damage). Of course, this is still a horrible idea because you're talking about allowing the lowest DPA power in the attack string take up even more time.
In order to increase your DPS, you're best served by decreasing the time you use sub-optimal DPA powers. Using up 2 proc'd up Thunder Kicks rather than a single normally slotted up CAK is taking up an additional quarter of a second than could be used to use your best DPA attack (Storm Kick) which is going to be a not insignificant drain (~5% lower DPS), not to mention that fact that you'd be losing a bit on the set bonus front.
Quote:edit 2: it was the force feedback proc throwing things off in mid's. crane kick recharging 4s but could be brought down a bit with enough insanity and money. -
Quote:It depends on what you consider "duration" to be. For Phase Shift, it could either be the period that you're allowed to have the toggle active or the period that each tick of the toggle actually lasts (toggles are actually a series of identical powers that activate automatically at reasonably rapid intervals with short durations). Enhancing the duration in the sense that you allow each tick to last longer (which is rather redundant considering that no toggles stack with themselves, very few powers actually benefit from this) is easily possible. Enhancing the duration in the sense that the period in which you're allowed to keep a time limited toggles active is not.Phase Shift isn't slottable for duration. It's always 30 seconds.
IIRC, the actually given reason why the intangible powers can't be made into toggles is because of how intangibility works: it's impossible to target an intangible target (unless you're similarly intangible, which is a comparatively recent addition). As soon as you turned the toggle on, the target would go intangible, rendering itself untargetable, which would turn the toggle off at the very next tick. -
Quote:There is one very important thing to remember with */regen concerning heavy +hp set bonus slotting: when DP is up, it's not going to be working for you.so go for rech then def, eh? ive also seen guys recommending to go for as much hp as possible...in the end ill prolly find some happy medium
Assuming you've got the +hp accolades (20% +hp) and DP is slotted for 95% heal, you'll have 2396 hp when DP is active, which is just a few points shy of the Scrapper hp cap of 2409.5. A 3 piece Mako's Bite or Touch of Death set bonus will be enough to get you there.
Now, concerning Dull Pain's up time, with 95% +rech (and nothing else), it has a potential uptime ratio of ~65% (120/(184.7+.924)). Even assuming you delay its use until you can fully use the heal (which I recommend, though I'd still suggest it be the first click power you plan on using, with the possible exception of MoG), it's likely you'd still have an uptime of at least 50% with it. With more recharge (which you should want lots of because you're playing */regen), the uptime will continually increase, likely to the point where you've got a 15-20 second overlap between potential activations, allowing you to delay use and still have 100% uptime on the +hp. Because of this, any +hp you get aside from that first, likely +hp set bonus, is going to be wasted at least 50% of the time, much more if you get decent amounts of +rech.
My personal recommendation is to go for +rech and then +def. */Regen is so click intensive that you'd be selling yourself short if you weren't. -
Quote:The promoted slotting mentality I mention is that of putting the +regen uniques into toggle/passive powers that are going to have substantial (re: ~90%) heal enhancement. For me, this is pretty much only Integration. For others, FH works just as well.Way over my head there Umbral. Sorry, but all I understood was "2-slots=bad".
What does "promoted slotting mentality" mean in terms of putting slots and sets into the powers you mentioned?
Quote:What do you mean by "if you're going to have a power with the +regen IOs, make sure it's a power you plan on enhancing."
Quote:And I'm definitely not swimming in +recovery. With both stamina and quick recovery (only stam has the +end proc), I still need to end rest every other group unless I turn focused accuracy off. Then I can sometimes last three groups, but it takes so much longer that I'd rather rest instead.
I'm really wishing my hard drive hadn't died 2 weeks ago, otherwise I'd post you a build to show you what I'd do. This'll teach me not to backup everything.