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Well first off I think you mean regen and not recovery (regen restores hit points, recovery restores endurance), however, the way in which they work is identical.
Assuming that you have no regeneration bonuses you will naturally regain 5% of your maximum hit points every 12 seconds. When you add regeneration bonuses the effect is to reduce the period between pulses from 12 seconds to a lower value, however each pulse will still restore 5% of your maximum hit points.
The formula for calculating the effect of regeneration buffs/debuffs is identical to the formula for recharge bonuses:
time / (1 + buffs - debuffs)
In your case you have a 1.58 regen buff so the time between pulses changes from 12 seconds to:
12s / (1 + 1.58) = 4.65s
So while under the effect of Triage Beacon you will regain 5% of your maximum hit points every 4.65s.
Some general comments about Regen:
1. Since regen is based on your max HP powers that increase this (such as the Task Force Commander accolade power) will increase the amount of hit points you get back for each regeneration pulse.
2. The combat stats window reports regen as HP/sec. while this value is (I think) accurate it's important to remember that it is a simplification of the actual process, you don't regen every second.
3. Regen buffs do not count for the healing badges (although Repair does)
I hope that helps. -
I tend to view the redside ATs as a mix of two blueside ATs rather than as "evil" versions of a single AT. The Corruptor comes closest to being an evil opposite but even there he has a bit of the Blaster in him since like defiance Scourge means he does more damage midway through the fight than at the start.
Dominator: Blaster + Controller (trading some of the Blaster's damage for more control ability)
Corruptor: Blaster + Defender (trading some buff/debuff ability for more damage)
Brute: Scrapper + Tank (trading straight up damage for better aggro management)
Mastermind: Blaster + Defender (trading some buff/debuff ability and most personal damage for toughness and higher overall damage)
Stalkers: Scrapper + Tank/Controller (trading AoE damage for the ability to protect the team by removing individual problematic or tough enemies from the fight) -
Quote:Agreed, I doubt the devs particularly WANT him to do this (since it means if you hosp out you're pretty much forced to rest the mission) but I'm not sure they can really do anything about it. In certain other MMOs the standard rule is that if a NPC loses aggro (due to you dieing or running away) the NPC resets by returning to the spawn point and fully healing. That's not the case here which is normally potentially advantageous to players (particularly for characters with self-rez powers) but this is one case where it's causing problems.I've gathered he never stops summoning them if you just do regular de-aggro things, like die or leave and come back later. In that regard he seems to be like the Rikti Portals in the Honoree mission. I have a hard time believing that's working as desired, but it's possible it's working as designed.
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Quote:There is some truth in that. Although I think it really comes down to the devs not anticipating that anyone would care about prestige totals beyond what it allowed them to purchase for their base. Remember that the original purpose of bases was for PvP with base items being destroyed in raids. In those situations total prestige earned would be relatively pointless compared to current base defenses.Actually she's wrong and right. Wrong in that yes the dev's intended exactly that players could dump excess influence and gain some prestige. No specific limits seem to have been set or envisioned on that.
Right in that I doubt the dev's ever intended for players to have so much influence at their disposal, and not anywhere near the amount that could be used to boost SG prestige by such relatively astronomical levels.
I mean c'mon. The fact that some of our coalitions, and some players, could eclipse a #1 SG almost any time we want, after them having invested 6 years of active and sustained prestige generation through what was the intended generation system ... well that does indeed seem quite out of whack. -
I use it intermittently, in general I use the following:
5 stars: Excellent player, well skilled and nice
4 stars: Good player, always someone I'm happy to team with
3 stars: Problematic player, either someone who annoyed me or someone who is nice enough but really bad. Will generally team with them but will not join a team they are leading.
2 stars: Someone who's opinions on team/character building conflict with mine. Mostly people who play "pure healers" or try to form exceedingly precise teams (i.e. someone who says something like: we need 1 tank, a controller, 2 defenders and 4 DPS).
1 star: Generally a combination of bad attitude and lack of skill, mostly comes with a global ignore. I'm pretty easygoing so I don't think to many people have earned this. -
A few general comments:
For Defenders it's sometimes useful to trade damage slotting for a damage proc particularly in powers like Dark Consumption and Soul Drain where the damage is minimal. Even in Nightfall and TT I'd say swap the Dam/Range for the Proc but YMMV.
I'd take Gloom in place of Moonbeam. While Moonbeam does more damage per attack Gloom has better DPS, better DPE and (most importantly) better DPA. The only downside is that it's a DoT rather than a simple attack.
Since you don't have Tactics a Kismet To Hit IO is pretty useful to have in CJ (or a different defense toggle that you run constantly).
You've got quite a bit of regen slotting, it's a personal preference but I think you can find better uses for most of those slots. In general regen isn't that useful to an Empath, when Regen Aura is up you don't need it and when it's down you probably won't regen enough to matter (especially compared to your self heals).
I wouldn't bother slotting Vengance or Stealth beyond a single slot for the LotG. In the case of Vengance you shouldn't really need recharge (unless you're on a really, really bad team) and I find the defense buff is enough even unslotted, especially when you consider that Vengence + Fortitude puts someone at the softcap and you should be able to keep Fort on four people. Stealth is similar, the defense bonus is to small to really be worth enhancing and while it's worth having some endurance reduction it's worth looking at saving a slot and just using a single end reduction.
I'd include a Miracle +Recovery IO in Health.
In powers where you're frankenslotting (specifically Maneuvers and AB) you might as well use level 50 IOs to get a bit more performance form the power.
You can get a little more defense from Maneuvers if you use HOs instead of the Def/End IOs (although they are more expensive).
The end result is something like this:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Ghost Dancer i19: Level 50 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Dark Blast
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Heal(7), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(11)
Level 1: Dark Blast -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(3), Decim-Dmg/Rchg(31), Decim-Dmg/EndRdx(39)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(25), Dct'dW-EndRdx/Rchg(29)
Level 4: Gloom -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(31), Decim-Dmg/EndRdx(40), Thundr-Acc/Dmg/Rchg(50)
Level 6: Super Jump -- Jump-I(A)
Level 8: Clear Mind -- EndRdx-I(A)
Level 10: Dark Pit -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(11), Stpfy-Acc/EndRdx(34), Stpfy-EndRdx/Stun(40), Stpfy-Stun/Rng(40), Stpfy-KB%(43)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(34)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(23)
Level 16: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(31), Posi-Dam%(39), Det'tn-Acc/Dmg/EndRdx(50)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), Efficacy-EndMod/Rchg(19)
Level 20: Night Fall -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/EndRdx(25), Posi-Dam%(37), Det'tn-Acc/Dmg/EndRdx(46)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Regeneration Aura -- RechRdx-I(A), RechRdx-I(27), Mrcl-Heal/Rchg(27), Mrcl-Heal/EndRdx/Rchg(29)
Level 28: Stealth -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(33), LkGmblr-Rchg+(39)
Level 32: Adrenalin Boost -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(33), Efficacy-EndMod/Rchg(33), P'Shift-EndMod/Rchg(37)
Level 35: Life Drain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(37), HO:Nucle(43)
Level 38: Assault -- EndRdx-I(A)
Level 41: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-%Dam(46)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResKB(45), S'fstPrt-ResDam/Def+(46)
Level 47: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-%Dam(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(34), Mrcl-Rcvry+(42)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1603;770;1540;HEX;| |78DAA594DF4F926114C79F175E441004547E88BF4051110565D596D66A339C59624| |E9B579ABDC2ABBCCB9001B5BC4AADCBBAEAA25F6BEBA256AD2B57AD5A7F533FFE80| |8CCE8F07A471191BDF2F1CCEF339CF739EF392BE937208B1775E28AD17B6B552693| |DA56FEAF9AC5EB4A4B52D23E39ECDED94CAA19496CFE8C590919CB40A21BCD59CF5| |E95B9B9B89999B05AD9CDB0DD6A24B5A7E4BCF26525AF1C6FA3440CB9EB97C4E2FE| |AF972A2FAC1B1B8B3B39D98D7B58291DFB2D397E582AE673DF4712E7FDB28191BC6| |B651DE755533815CCA1905CF4CC1C8303B0D68BDB81B802D9D82F7AA49C85745150| |B8A10BD42BD4CD67485AC394D669F277B559FFE5860C8F49CED1959EF53B2A12764| |6B90AEC87485E94D4C77303DC0F46EA6BF867433A75BCC4C5799DEFC0F7D98E9C99| |76049E187F65A7895B04429741D405619B28629F4064236C9B6DDE333DD250BEF93| |0DEFB11D90C5EE9369B0AA8557995AA6C054B370480F4BEF874A4E99E31CA562AD6| |C3EB6B70071C9D2AE0FB475F767B64F7CAC8FDCB42F7CAC43B20D58E591580F83DA| |A43D34A1BD036D97D876C67630B683B101C646181B67AC0F76EBA53BA9285E2F1DD| |27704DF7A44007EF1CBA6F9B9691928D1C9217327170F4A9BE58BBB48E684A55D72| |6917433D10EAE13AA61EBB826B426EFA658813B2C0EE93ECBE34272CB3F1F9228FC| |8DE83F6CB63F6F3F00CF0B80CF0F00CF0604578A26267F956DAA0FE20D717837C9A| |3D98AD28CD63458D564C983DF287ED3759EC882C8E43D82BF6414799A08E46083E1| |665F329D8B0B10059DC4F7600E909494F307D9CE9E34C1F677A92E91DB0BF09D9B2| |09EE48B75A7BB88408D296E7EB43710A2DAAB5674A287C190B98C53BFDAFD75747B| |59A6DC90E7A15651165056515650DE51A8A86B2819241A97CABAD769DC60D4DA24C| |A19C41F1BA411E60A6159FA81614078A13A515C585E246694709A2BC40A9D8DCB57| |F86CA776028F26615EEC98FFA10FF05FC3C0E9994159AABF039BAA8914B60C3E2D7| |7182A284F8B1659BA86F3AF645C41A22C986C8C986C88986C871ABFF02729C2007| |-------------------------------------------------------------------|
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I recommend using Titan Sentinel to export your current build, that way we at least have a starting point to advise you from.
In general Recharge is THE most important set bonus for a team Empath. Defense is useful to have but it's more useful soloing than on a team.
In terms of power selection I would strongly recommend picking up Dark Pit. The ability to stun all of the minions in a spawn is not something to be given up lightly (particularly when Tenebrous Tentacles can turn it into a poor man's hold), the extra mitigation is useful both on teams and solo. Opressive Gloom is a more personal decision, in theroy it's a very useful power since you can stack it with Dark Pit to stun Bosses and LTs. In practice it forces a change in play style that not everyone is comfortable with so if you don't like it then skipping it is probably for the best.
Empathy Slotting Advice:
Doctored Wounds is a good set to slot in your heals since it gives you a recharge bonus for 5 slots. Panacea is slightly better but a lot more expensive (since it's a PvPIO) so I'd say stick with Doctored Wounds.
The best slotting for Fortitude is 3 Membrane Exposures but if you can't afford that 4 random Def/Rech enhancements is almost as good (you might want to use level 50s since you aren't going for set bonuses and it will give you a little extra enhancement). Also a good place to stick a LotG 7.5% recharge bonus. Red Fortune is also an option but the lack of recharge enhancements puts me off.
Efficacy Adaptor is a possible option for Recovery Aura and Adrenaline Boost but again the lack of recharge enhancement puts me off.
Dark Blast Advice:
For the single target attacks Thunderstrike if you want Ranged Defense, Decimation if you want recharge. If you go with Decimation you might want to add a 6th enhancement from another set to bring up the damage numbers. If you took the snipe power Sting of the Manticore has an excellent recharge bonus.
For the AoEs Positron's Blast is the best general set (Ragnarok is slightly better for one power if you can afford it).
If you do take Dark Pit I'd say either Stupefy for Ranged defense or toss in a cheap Acc/Stun/Rech based Frankenslot.
If you want to slot Life Drain for Healing rather than Damage I'd recommend a 5-piece Doctored Wounds set and a generic Accuracy over the accurate healing sets, it's got better bonuses. Or you could 5-slot Decimation and add a generic Healing IO instead.
Hope that helps a bit. -
Quote:Some are some aren't. The resistance ones aren't hugely useful (the damage resistance ones give 5% resistance which isn't really noticeable and mez resistance in general is almost useless in most situations) but some of the others are handy. In particular:Woah. Those look seriously awesome to my untrained eye. Cheap components, hour-long buffs that would make a lot of content way easier.
Grant Invisibility (for stealthing missions, plus unlike most such buffs it doesn't get suppressed when you attack or click a glowie)
Increase Attack Speed (+20% recharge is handy to have)
Knockback Protection (10 points of KB protection covers almost all NPC attacks with kb)
Endurance Drain Resistance (only 20% but it can make a difference if you're struggling against enemies with lots of drain attacks)
Increase Recovery (+17% recovery is slightly better than slotting the Miracle +Recovery IO) -
Quote:They use regular salvage. To use them you need a base with an Empowerment Station:I haven't seen these at all. There was a reference to "base salvage" earlier, are these dependent on stuff we can't get anymore? Or is it just regular salvage?
http://wiki.cohtitan.com/wiki/Worksh...ms#Empowerment
The first level stations are purchased directly for Prestige, the higher level ones are crafted from the previous station and require prestige to place. Each level has all of the buffs from the previous level plus some new ones. For the most part the Tier 2 station has all of the buffs you will really want. The Tier 3 station only adds Hold Resistance and Psionic Resistance which aren't hugely useful (mez resistance isn't that great and the Psionic resistance buff is only 5%). -
Yes but you will probably want Weave unless you are willing to make sacrifices in terms of global recharge. It's actually reasonably practical to softcap a Traps Defender with Weave to all 10 defenses although in practice softcapping positional defenses is usually enough.
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My basic rule of thumb for Traps is as follows:
Take:
Caltrops
Acid Mortar
Poison Gas Trap
Force Field Generator
Seeker Drones
Maybe Take:
Web Grenade (if you're pairing it with Assault Rifle this is a lot more important)
Triage Beacon (I like it but I know people find it skippable, if you do Hamidon Raids definitely take it)
Trip Mine (the utility of this power depends on how AoE heavy your secondary is)
Almost Certainly Skip:
Time Bomb
In general with Traps your goal is recharge, recharge and more recharge. The long recharge powers (Acid Mortar, Poison Gas Trap, Seeker Drones and Triage Beacon) should have pretty close to ED capped recharge and if possible build in some global recharge.
Most of the other slotting is pretty obvious (i.e. slot FFG for Defense) but a few specific "gotchas" and tips:
Acid Mortar: The Devastation: Chance to Hold proc is pretty useful here
Poison Gas Trap: Slotting for Hold duration is pretty 'meh', mostly do it if you want set bonuses, on the other hand the Lockdown hold proc is very useful.
Seeker Drones: Procs do not work in this power (as near as I can tell), definitely slot in a bit of accuracy, slotting for to hit debuff is useful, slotting for stun duration is not.
For pool powers it is well worth picking up Leadership. In particular Tactics is useful since both Acid Mortar and Seeker Drones benefit from the to hit bonus.
Power Boost and Power Build Up DO NOT work with Force Field Generator (I see this question a lot for some reason) -
Wow, that sucks to hear. Actually the bit that amuses me is that in it's current state the Alpha Slot doesn't even add that much power to a character. You get a much larger power boost from making a decent IO build than you do from having the Alpha Slot.
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That sounds like an excellent idea. I'd been thinking about this recently as well but couldn't come up with an idea which I felt was simple to implement and wouldn't break things for to many people.
Other possible QOL options:- Merge categories, specifically make "Event" salvage "Special" and "Component" salvage "Base", maybe go so far as to make all "Base" and "Component" salvage "Special" as well.
- Reorder the tabs to make the salvage types people are likely to regularly use come first something like: All -> Invention -> Incarnate -> Special -> Event -> Base -> Component
- Allow players to reorder the tabs and save the ordering as part of the interface setup.
From a practical point of view though I think your suggestion would be easier to implement. -
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I think the NDA-locked-I20-Beta was just for the Incarnate bits (since those use new tech) presumably the non-incarnate features will be revealed when I20 is announced.
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I suspect a lot of them are mothballed. I do see one occasionally (especially on Virtue) but it's not the most popular set, espeically now that Defenders have Traps.
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Ok it looks like there is a channel called "Fruit Salad". I have no clue if it was created in response to this thread or not (the channel op did not set a message of the day). In any case I suggest we all join it unless it turns out we aren't welcome.
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When this happens /releasepets will still dismiss them without needing to rezone.
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I could see them going either way. For example when the Judgment slot comes out it might be linked to a new soloable story arc but it could just as easily be linked to the Tin Mage/Apex TFs. In either case though I think that as you say there will be a distinct difference between "Judgment Required" content and "Judgment Unlocking" content.
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Venom Grenade is not auto-hit so it's worth slotting in a bit of accuracy. As for why you are rarely seeing it miss I suspect your build includes both Tactical Training: Leadership and Combat Training: Offensive. If you have both of those powers and have a little bit of slotting in them then you will get a 95% to hit change on all of your powers against even level enemies. In general it's worth adding a bit of accuracy slotting to help out in situations where you need more either due to higher level enemies, defense buffs or to hit debuffs.
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As near as I can tell they are spherical in effect rather than cylindrical. Bloodspeaker covered the main point, the risk of flying patches is not to people on the ground but people jumping into a patch they couldn't see due to camera angles.
I'm not sure if the engine is even capable of handling cylindrical powers. There are some patch powers that seem to be cylindrical but in all cases they affect people on/near the ground rather than ceiling height cylinders so this may be a specific "ground level patch" shape rather than a true cylinder. -
Do you really think the devs would do that? Oh sure "the other mmo" balances things so that it's very hard to do content without gear from the content but I suspect the incarnate system will be considerably more lax in terms of difficulty. The new TFs pretty much require an alpha boost for completion but they aren't the only way to get an alpha boost and in fact given the low number of enemies they are actually a poor way to get shards compared to the ITF or LGTF. Will the new TFs become easier once the level shifting Alpha Boosts are unlocked? Definitely, but they are perfectly doable now and I fully expect that trend to continue with future content.
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Quote:Well a combination of that and recent AE exploits which also tend to throw the market out of whack.I have a really good idea that most, if not all, of the market peeps will agree with. Since we now have 3 builds, and a lot of 50's running around doing incarnate things, why don't we let it die off a bit and see what happens. It seems to me that this is just like the spike that happend when the second build came out.
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Quote:The thing is Inspirations in this game are actually pretty overpowered when it comes down to it, people put a lot of money into softcapping builds but a few inspirations will have the same effect for the duration of a boss fight.Fair enough. I tend to assume that people will use inspirations before reporting that something is too hard. We've had several people in these various threads reporting that they did use inspirations and still couldn't defeat him.
Assume a character with no defensive abilities at all. A level 50 character has 20 inspiration slots so lets say you carry 4 small reds, 12 small purples and 4 small greens. That gives you 3 minutes of combat with softcapped defenses and a 25% damage (50% for the first minute) plus you can heal 100% of your hitpoints in that period. Assuming you have a basic 3 damage, 1 accuracy slotting in your attacks that should be more than adequate to take him down. If that isn't sufficient you could even go to Tier 2 of 3 inspirations. Pack 8 Tier 2 purples, 8 tier 3 reds and 4 tier 3 greens. That gives you four minutes of combat with softcapped defense and +100% damage plus the ability to heal 200% of your base HP.