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Quote:In general people take their first travel power at the level 14 slot no matter what simply because, if you ever plan on exemping (re: Positron TF for the TF Commander accolade), you're really going to regret not having your transport power at level 14.I thought people when they respecced at 50, always put their travel power, or such in the 49 slot due to not having the ability to slot it much.
I was thinking of slogging through 41-50 slow style so I would not have to respec fundamentally again -- but maybe I am missing something. If anyone has any ideas for reordering these things in a way to get SJ in sooner optimally, I would appreciate it, but I am afraid of goofing with the slotting.
However there is a very easy way to fit Super Jump in your build at level 14: delay fitness.
You've already got Quick Recovery, and */regen is generally pretty light on the blue bar. Stamina isn't even needed until/unless you take Focused Accuracy in my opinion. Wait to start taking the Fitness pool until your 30s-40s and just make sure to fit it in somewhere. In general, I make it the level 44 power pick so that it's available any time I have FA (which is generally the 41) but isn't there when I exemp lower. -
Quote:If you need help with exporting, it's important to remember that we're no longer using the same forums. When you are exporting, make sure you select the "phpBB / Zetaboards" formatting code (the one that you're probably used to using is "Official Forums (UBB.threads)" which no longer works because those are no longer the official forums).Thanks a lot. ths helps out a lot but I still want to stick with tactics. Can anyone help me figure out how to use Mids'?
Also, just as a courtesy thing, try to use the short forum export rather than the long forum export. They've got all the same information, but the long export just takes up way more space. Plus, most people just use the datalink anyways, so it's not like you're helping them to see anything. -
Quote:1st slot Perf Shifter proc, 2nd slot Perf Shifter End Mod, 3rd slot common End ModUmbral, you gave me some advice on slotting for QR and Stam but I can't seem to locate the thread! Think you could repeat your suggestion again...I promise to print it out this time!
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QR gets both extra slots before Stamina gets any extra slots, but they're slotted identically otherwise. -
Quote:Here are the 4 steps to */regen success:However if has given me another question, which is how much +DEF should I be looking for if I did build a fire/regen (Considering aside from pvp IO's this is money no object)? Should I be aiming for 20ish% positional defence and making the recharge/regen do the rest of the work or is there a balance somewhere that I should be aiming for?
1. Recharge
2. No. More recharge.
3. What did I just tell you? More recharge.
4. You've got unholy gobs of recharge now? Good. Get some defense.
In general, my */regen builds tend to manage roughly 20-25% +def to all positions and ~150% global +rech. If you need numbers to aim for, I'd go for that. -
Quote:Options>Advanced>Database Editor>Main Database Editor>Scrapper Defense>Shield Defense>Phalanx_Fighting>Edit(in the bottom right of the right third of the screen)(I don't have MIDs in front of me, so I can't tell you exactly where the editor is, though.)
Find power scaling in the bottom left of the new window and change the minimum from 1 to 0. Then save. -
Quote:Unless you've got to take Conserve Power (most likely to qualify for ET if you're going to eschew LBE), you shouldn't even think of dropping DC for it.Funny you should mention that because I've been looking on how to up my AoE in my DM/SD scrapper by removing Shadow Maul and putting Energy Torrent. Then a friend mentioned, why not keep both? The plan *is* sound, two cones is better than one, but I've no room for anything to be removed other than... Dark Consumption.
I still use it a fair bit, but I also have FA running all the time (with DC its endurance cost isn't a problem). What did become optional because of DC was Conserve Power who sits in my tray looking pretty.
If/when the EU test room comes up I might just try that, remove DC, add ET, and then play a few hard missions and try to rely on CP alone.
A roughly 90 second recharge when it ends is probably a bit much though, FA might just have to leave solo play and become a set mule/Cim/LGTF team power.
Assuming that you're packing 200% +rech in whichever power you go with (not unlikely considering IO builds) and ignoring activation times, DC is going to be up once every 60 seconds, and CP would be up for 90 seconds every 200 seconds. Even with only a single target around, DC would be providing 2.375 end/sec (1 target = 25 end, once per minute, 95% chance to hit). CP would have a 45% uptime which means that it generates 53.64% end redux on average.
In order for Conserve Power to even equal the blue bar benefit of Dark Consumption, you'd need to have no end redux slotted in anything and be burning 6.803 end/sec via toggles and activated powers. With 50% end redux in everything, you would need to be burning through 13.525 end/sec in order to equal DC's blue bar contribution. I highly doubt any build, even crazy on toggles, is going to be burning quite that much endurance. And keep in mind, that's assuming worst case for DC and best case for CP. -
Alright, here's the build modified to account for Werner's primary concern (underslotted Tough), but I'm not sure if it's really worth it. This one loses 7% +def ranged for and extra 5% +res(s/l) and a couple extra point of +rech. The endurance is virtually identical because the loss of the slot in Stamina is covered by the reduced end cost of Tough. It should still be sustainable though.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(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-EndMod(A), P'Shift-End%(11), EndMod-I(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(27)
Level 18: Whirling Sword -- 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: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(33), Amaze-Acc/Rchg(34), Amaze-EndRdx/Stun(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-EndRdx/Rchg(34), Aegis-ResDam/EndRdx(40), Aegis-ResDam(48), Aegis-Psi/Status(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 30: Hurdle -- Jump-I(A)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42), Achilles-ResDeb%(43)
Level 35: Health -- Mrcl-Rcvry+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(45), RechRdx-I(45)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Resilience -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:Did you actually read the OP? The only -regen resist (which isn't even all that necessary for */regen's survival thanks to the impressive self heals) that's being suggested is in Fast Healing (to mirror */wp). Resilience would be providing the much more important -rech resistance. Honestly, I don't think that QR should have any debuff resistance in it (maybe some -recov resist) simply because the power is already good enough on its own. FH and Resilience would make great spots for debuff resist, especially for -recharge, and there is plenty of precedent for Castle adding debuff resistance to largely useless and unpopular powers to make them worth taking.Ok fair enough, your right, but seriously it gives like 5% resistance and a couple mag stun protection. I use it as an IO mule but why would you want to take something as pitiful as resilience just to get your regen resistance? I would say put it in there only if you put some regen resistance in integration or Fast healing as well.
I wouldn't even mind if Castle removed the stun resistance and protection (which only has a point whenever you're standing back up with a wakie or deciding not to break LoS when fighting Nictus Rommy) as long as he actually put something useful in there. If it weren't for the Steadfast and Gladiator's 3% +def IOs, I wouldn't even bother taking Resilience at all. -
Quote:Honestly, I see that as being a bit too powerful. Pull it down to 5% and it might work better.1) Global End Reduction - something like 10% reduction on the End Cost of all powers. Probably the 5th or 6th item of the set
Quote:2) Increased Chance of Critical Hit (Proc or Set Bonus) - grants a 5-10% chance to land a critical hit (adds 5-10% if you already have a Critical Chance like a Scrapper). -
It's only optional if you want to take Stamina. If you want to actually get a 4th power pool that isn't Fitness, then Dark Consumption is friggin' awesome. My DM/Regen build has to be manhandled pretty significantly to get it to work with any other primary simply because Dark Consumption is such a powerful end tool that it allows me to ignore pretty much everything else.
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Quote:Yeah, it's pretty old build that I haven't messed with much recently. I'm reasonably sure I could shore up the performance a bit with a little bit of effort, but I was just trying to give the OP something to work with. I'll look into beefing it up more fully later tonight. I'll try to get a bit more mitigation out of it.Umbral, the only thing that's making me sad in your build is that Tough isn't slotted up. How's the endurance? For 0.10 EPS, you could pull the endurance recovery IO out of Stamina and stick a +3 ribosome in Tough. It's not a lot, but it's a step in what I think is the right direction. Probably better to do something a little more thorough, though. I'm also guessing it has enough recharge to use the damage instead of damage/recharge in Hack and Head Splitter.
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Quote:I am deeply offended to have been excluded with my DM/regen.I have seen people do some pretty amazing things with /Regen (Soloing the ITF for example), but from memory (And through a lack of search-fu) I have only seen it do such wonders when paired with either Katana/Broadsword for the +Melee Def or Claws which provides good mitigation from KD.
Quote:I am thinking about my next build being a Fire/Regen and am wondering what kind of performance I can expect from /Regen without a primary that adds to the survivability. -
I support this simply because I've been at the vanguard of giving debuff resistance to */regen for the longest time. I sent Castle a post with a number of reasons, comparison to */wp and */sr (insofar as they attain debuff resistance) as well as multiple methods for it to be accomplished. I'm not even sure it got read, but I still think that */regen should get some debuff love, especially to recharge debuffs which can castrate */regen in horrible horrible ways.
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I'd go Kat/WP most likely. Kat/Dark could do some really dangerous things if you're willing to spend a lot.
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That build makes me cringe. Slotting Recon for resistance? MoG for defense? Taking revive at all?
Here are some basic recommendations:
Recon, IH, and Dull Pain get 5 piece Doctored Wounds (all but heal/end). Integration either gets 5 piece Doctored Wounds (no end/rech) or 3 piece Numina (proc, heal, heal/end). MoG gets LotG +rech, LotG def/rech, and 2 common rech IOs. Resilience gets the 3% +def IOs (Steadfast and Gladiator's). Fast Healing gets either the Miracle proc or a level 50 common healing IO. QR gets the Perf Shifter proc, Perf Shifter End Mod, and a level 50 common end mod IO. Revive is just bad.
Hack gets 5 piece Hecatomb (all but Dam) plus an Achilles' Heel proc. Parry gets either 6 piece Mako's or 5 piece Crushing Impact and an LotG +rech. Whirling Sword gets an Obliteration. Disembowel gets a 6 piece Mako's. Headsplitter gets 5 piece Armageddon and the Fury of the Gladiator -res proc (or another Achilles' Heel if you can't afford that one). Confront, Slash, and Slice are all largely useless.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(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-EndMod(A), P'Shift-End%(11), EndMod-I(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), Zephyr-Travel(40), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(27)
Level 18: Whirling Sword -- 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: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 30: Hurdle -- Jump-I(A)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42), Achilles-ResDeb%(43)
Level 35: Health -- Mrcl-Rcvry+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(45), RechRdx-I(45)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Resilience -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Do you mean secondary power set? Cuz that's what it seems like you mean in context...
Depending on whether you want to IO this guy out ever, you've got a lot of options. Any/Any works quite well for Scrappers, so Kat/Any is going to be quite good.
If you're looking to optimize for SOs, */SR works fine because it's easy softcapping. */WP or */regen because you're stacking awesome +def from divine avalanche with huge damage recovery. */Fire is good because you can shore up the lower defenses in it with Divine Avalanche and get a remarkably survivable character.
If you're looking to optimize for IOs, */wp and */regen work wonderfully for the same reasons as above. Werner has been experimenting with some crazy dangerous and survivable kat/dark stuff that promises to be a powerhouse if the calculations are even remotely close. In general, I'd keep away from kat/sr if you're aiming for IO optimization simply because one of the biggest benefits of having Kat is Divine Avalanche, which */sr doesn't need at all, but, even so, that would allow you to focus on using Kat for dps rather than having to sacrifice DPS for survivability. -
Quote:It's nice to know I'm loved. And yes, I do say that, but I say that for all */regen builds.Werner said it and Umbral will most likely said it
recharge, recharge, recharge how much recharge you got? ok now defense.
Here's the build. You'll notice the lack of Stamina. That's because it's not needed because you've got Dark Consumption and MoG for blue bar issues. Mg>Smite>Siphon>Smite attack string as normal. Open slot is for the Gladiator's 3% +def IO.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
+def concept: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- 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%(46)
Level 1: Fast Healing -- RgnTis-Regen+(A)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dam%(11)
Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(27)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-Heal(27)
Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37), Aegis-Psi/Status(39)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(45)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(45), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:The defiance buff lasts 7.5 seconds after the end of the power's animation. This means that you've got 7.5 seconds to stack it up. It's not too hard if you've got a constant attack string.I find any given power's bonus is short and that I usually can only stack up two such bonuses at a time.
Quote:Controlling and utility powers seem to have much larger bonuses then standard attacks.
Quote:So, just out of curiosity, does anyone actually CARE about their attack order? Are there any combos that shine as being a good loop for constant high +% on damage? I love doing subdual on a runaway, then catching up for a telekinetic thrust to put them airborne for a nice skeet shoot with slug on the high +% damage from the two control-ish powers. -
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Quote:That's not so much "balanced" as "powerful".1. does good damage good health and exeptional defense (could always use enhancements
If that's your qualification, I'm gonna have to say either Brutes or Scrappers. Brutes get better peak performance in all categories, but some people, for reasons I've yet to understand, aren't capable of maintaining decent fury levels. For solo play, they're roughly the same, with a survivability edge and a slight damage edge for Brutes. Brutes also get most of the Tanker powersets (all but Ice melee) with a couple of the Scrapper sets thrown in for flavor (*/SR is all at the moment, Claws/* will come in I16).
Either way, for what you're wanting, either a Brute or Scrapper is your best bet. Pick based on the side you feel like playing the most. For a Scrapper, it's kinda hard to make a bad choice with your powersets. Any/Any can really be highly effective if you know how to play (*/Dark can screw with people's heads sometimes). For Brutes, it's generally best to avoid Energy Aura. Anything else is fine. -
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It doesn't cause an model override like Granite Armor. If it did, it would change your body size and model to account for it. CoD doesn't. If it did, everyone with it on would be the same size. All it does is generate a high particle count animation aura on top of a transparency effect on your character. The sum of these actions is that you see almost nothing of yourself and a lot of the animation effect.
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Quote:I haven't seen anything that suggests that we'll be able to control the degree of transparency on a character though, thanks to the tinted, shaded, and normal power color options, I think it's likely to assume that we'll be able to change the black fuzz that surrounds us to something not as obstructing. My money is on still being see through while being able to control the degree and color of fuzzy obstruction caused by CoD.I've seen the spines, ss, and ma animation changes what I am curious about is dark armor changes...more specifically cloak of darkness. How much is going to change is it just a simple color or is cod actually going to be allowed for us to actually see our characters?
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When we got the new forums, they were switched from UBB to phpBB format. In order to make your exports look right, you need to change the format from "Official Forums (UBB.threads)" to "phpBB / Zetaboards". You'll find these in the top right of the export window when you decide to export from Mids.
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Are you talking IOs or normal slotting? Normal slotting I generally eschew slotting them for damage simply because the damage for the attacks isn't particularly splendid. They're support powers, not attacks. For IOs, both of them do great with Obliteration, simply because Obliteration has great set bonuses and gives them exactly what they need: +acc and +rech, along with a since side benefit of +dam and +end redux.
Also, neither of them should be slotted for their buffs (end mod and +tohit). The end drain in Dark Consumption is large enough that, if you slot it, it's simply allowing you to cap your blue bar with 2-3 targets rather than 4 (which is kinda pointless considering that, in 99% of the situations you should be using it in, you're surrounded by 8-10). With Soul Drain, it's already packing a huge +tohit buff, large enough that making it bigger is pretty much redundant.
TL: DR answer:
Common IOs or SOs, 1 acc, 3 rech is all you should give it.
Set IOs: Obliteration is best. Scirocco's is decent, but not as great because it's light on +rech. PerfShifter/Gaussian's/Any other set should be off limits simply because you'd be enhancing attributes of the power that are pointless to enhance.