Xyzor

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    For TW/Elec, I would actually focus on F/C defense instead of E/N.
    Only after getting S/L to softcap, right? There wouldn't be any reason to focus on F/C before S/L Def for a melee toon (unless you were preparing for specific farms, etc, I guess), right?
  2. Absolutely. 4-slotting it w/ Reactive Armor to max out +Res gives the +Def bonus, too, so that is a double-plus for just a few slots. Adding the SW +Res helped a lot, too.
  3. It is especially useful at the start of a big group to avoid Alphas. After you've weathered that storm for 10-15 seconds, your normal defenses will be enough to keep you alive. It is a great power.
  4. Quote:
    Originally Posted by planet_J View Post
    That build looks good...let me know how you like it played out.
    So far, so good! I can be a bit less focused on keeping a survivability power active all the time (MoG, SM, FH, Rebirth, Melee), and focus on more DPS. Was able to easily solo early packs in Baf, Lam, TPN and DD and also solo'd 3 Weapon Caches in Lam. Not that I couldn't do those things with the old build, but it was a bit tougher. Haven't run into double-sapper packs yet, but breezed through both Longbow and Arachnos missions at +2/x7. I'll press to 4/8 soon and see how that goes.

    Still susceptible to END drain, though the higher base defense helps avoid those attacks a little more often. I wish they'd give /Regen the same End Drain protection as some other defensive sets.

    I would highly recommend this approach. The cost of the build is high, but the softcapped Def and solid Resists combined with a lot of base regen provide awesome layered mitigation (especially given DMs secondary effect of -tohit). I think this one is a winner!
  5. Quote:
    Originally Posted by planet_J View Post
    Personally...I wouldn't bother trying to cap all resists and I would build for S/L/E/N softcap...I would pick up tough to help with S/L resists and take weave, manuevers and combat jumping to help with defenses. I would slot reactive armor in all my resist toggles and take sets like kinetic combat and eradication in my attacks to help defenses.
    THIS. Soft-Capped Defense along with high (and not necessarily capped) Resists makes for a nigh-unstoppable killing machine. Slot this way and enjoy!
  6. So, based on some of Planet_Js ideas, and some other stuff I've read and experimented with recently, I've come up with a new build. Here are some highlights:

    S/L: 43.9% Def, 38% resist
    Melee Def - 31%
    762% 'Base' Regen (with Melee Hybrid Passive)
    2.85 end differential (3.95-1.10)
    155% +Rech (enough for Perma Hasten/DP)

    I gave up a bit of global +dmg, +rech and +acc for about a 10% boost in S/L def and 5-10% boost to all resists. I also sacrificed Soul Storm (/cry) but replaced it with Shadow Maul for an available AoE cone in the rare cases where it will be useful. If I can find an extra slot somewhere, I may replace it with Dark Consumption for an extra PBAoE attack (that may cost me 1-2% Def, too, though, so it might not be worth it).

    Here's the Build, feedback and ideas are welcome:

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Xyzor: Level 50 Science Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Dam%(9)
    Level 1: Fast Healing -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(11), Numna-EndRdx/Rchg(27), Numna-Heal(36), Numna-Regen/Rcvry+(46)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(13), Dct'dW-Heal/EndRdx/Rchg(13)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5)
    Level 6: Fly -- Winter-ResSlow(A)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), Theft-Acc/Heal(19), Theft-Heal(21)
    Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(23), Panac-Heal/EndRedux/Rchg(23), Panac-Heal/+End(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 14: Hover -- Srng-Fly(A), LkGmblr-Rchg+(15)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(27)
    Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(29), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(43)
    Level 20: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 22: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(29), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 24: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), LkGmblr-Def/EndRdx(31), SW-ResDam/Re TP(33)
    Level 26: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(36)
    Level 30: Touch of Fear -- Abys-Fear/Rng(A), Abys-Acc/Fear/Rchg(42)
    Level 32: Midnight Grasp -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(37), SScrappersS-Acc/Dmg/Rchg(37), SScrappersS-Dmg/EndRdx/Rchg(39), SScrappersS-Acc/Dmg/EndRdx/Rchg(39), SScrappersS-Rchg/+Crit(39)
    Level 35: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Dmg/EndRdx(40), Apoc-Acc/Rchg(40), Apoc-Dam%(42), Apoc-Acc/Dmg/Rchg(42)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(43)
    Level 41: Shadow Meld -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(45)
    Level 44: Shadow Maul -- SipInsght-%ToHit(A), SipInsght-Acc/ToHitDeb(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), SipInsght-ToHitDeb(50)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(48), LkGmblr-Rchg+(50)
    Level 49: Tactics -- AdjTgt-ToHit/EndRdx(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(36)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(34)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 50: Spiritual Core Paragon
    Level 50: Void Core Final Judgement
    Level 50: Spectral Radial Flawless Interface
    Level 50: Cimeroran Core Superior Ally
    Level 50: Melee Radial Embodiment
    ------------
  7. Xyzor

    Best

    My first character was an Emp/Rad. I haven't touched him in years. He has been lvl 42 since right after the lvl cap was raised from 40 to 50. Is this still a decent combo? Would I be better of rolling something new?

    Solo, it was rough before, as I have a much more melee-oriented mindset and playstyle. Any better now? I could probably jump into a few TFs (after a respec) and get to 50 fairly easily, then just spend his time in trials. I haven't healed in any MMO in a LONG time, and I think it would be a fun change of pace (and healers are always needed, right?).
  8. If you are looking for a few more slots, you could drop 4 of the numina's from Integration. The +Regen from power that isn't huge, and you could take 4 slots to gain back the one you lost in buildup and mule a Kinetic Combat set into Boxing for some extra S/L Def. Keeping 2 of the Numina's still gives you the 12% Regen set bonus, too.

    You could also pull 1 or 2 slots out of QR, and leave just +Endmod and +EndProc there, freeing up two more slots for maybe 2 more procs in health (Miracle and Regenerative Tissue, maybe). You can do the same thing in Stamina, leaving just those 2 slots. I've played a DM/Regen for years, and I never need more than that, for slots in endurance powers. Unless Energy is a lot more end-intensive than DM, that is is... That would save you 4 more slots (or two if you decide to go with 3 slots in QR and Stamina). You could use those 4 slots tpo mule yet another KC set in Brawl, or expand the slotting in some of your pool powers (some of those more obscure sets have cool Procs and set bonuses).

    Remember, as stated before, that chasing +HP set bonuses is worthless, since Perma-DP keeps your HPs capped all the time anyway.

    Just a couple more ideas with an eye towards +Def.
  9. I was wondering about Panacea's proc in perma-able click powers. Dull Pain, on my scrapper, has a set of Panacea in it, and I was thinking of using the Proc over the straight Heal, since that Heal is wasted atm (even w/o it, I am at HP cap).

    My question is this: In perma-clicks, do procs still attempt to fire every 10 seconds, or do they only have a chance to go off when the click power is activated? I am assuming it is the latter, but am hoping to be pleasantly surprised.
  10. Xyzor

    Interface FX?

    Spectral puts a black circle with a gold ring around it under mobs affected by the immob. iirc, that is the only F/X involved with it.
  11. Xyzor

    Panacea

    Quote:
    Originally Posted by PrincessDarkstar View Post
    Set wise I use Panacea anywhere I would previously have used Doctored Wounds for the +recharge.
    The problem I run into with Panacea is that it shares the same 10% Regen bonus as LotG. So on my regen, slotting 4 Panacea and 3-4 LotG wastes a lot +regen. I usually end up with 2-3 DW (for the +rech), 1-2 Panaceas and 1-2 Numina's (usually 1 full set and 1 or 2 2-pc sets).
  12. Are you talking about Siege as an AV or as an Elite Boss? I solo'd that arc with my SF/Elec Brute and DM/Regen Scrap and there was nothing that came close to giving me any trouble (as Elite Bosses).
  13. Xyzor

    Panacea

    Quote:
    Originally Posted by ClawsandEffect View Post
    You know, if you actually enhanced the power, you would gain more regen than sticking all those procs in there is getting you.

    Health is a better spot for the procs, because it gives you less base regen to build on. Physical Perfection is an even better spot, if you took Body Mastery.
    Was about to post this same thing. FH has a much higher base +regen than Health or PP, so using proper enhancements there gives you a better return on the slot investment. Health can/should be 2-4 slotted with nothing but procs.
  14. Here is my Staff/Electric Build. It is expensive, but I am really enjoying it.

    Highlights:
    S/L Res: 61.7%
    S/L Def: 45.%
    Fire/Cold: 20% Def, 50% Res
    Neg and Psi: around 40% resist and 20% Def

    Regen: 240%
    Recovery: 187%
    Rech Bonus: 160%


    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning.Rod: Level 50 Mutation Brute
    Primary Power Set: Staff Fighting
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    Level 1: Precise Strike -- SBrutesF-Acc/Dmg(A), SBrutesF-Acc/EndRdx/Rchg(3), SBrutesF-Dmg/Rchg(3), GS-Acc/Dmg(5), GS-%Dam(5)
    Level 1: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/EndRdx/Rchg(9)
    Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
    Level 4: Guarded Spin -- SBrutesF-Acc/Dmg/EndRdx/Rchg(A), SBrutesF-Acc/Dmg/Rchg(15), SBrutesF-Rech/Fury(15), Sciroc-Acc/Dmg/EndRdx(17), LkGmblr-Rchg+(17), Sciroc-Acc/Dmg(19)
    Level 6: Eye of the Storm -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(23), FotG-ResDeb%(23)
    Level 8: Staff Mastery
    Level 10: Mercurial Blow -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 12: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam/Rchg(29)
    Level 14: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/Rchg(34)
    Level 16: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33)
    Level 18: Serpent's Reach -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(34), Apoc-Dam%(34)
    Level 20: Lightning Reflexes -- Run-I(A)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 26: Innocuous Strikes -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Acc/Dmg(39), Sciroc-Dam%(48)
    Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx(40)
    Level 30: Energize -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Rchg(42), Dct'dW-Heal/EndRdx(42)
    Level 32: Sky Splitter -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(45)
    Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), SW-ResDam/Re TP(48)
    Level 38: Power Sink -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Acc/Rchg(46), P'Shift-EndMod/Rchg(46)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 47: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg/Rng(50), Mocking-Taunt(50), Mocking-Taunt/Rchg(50)
    Level 49: Power Surge -- GA-3defTpProc(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(31), Mrcl-Rcvry+(39), Panac-Heal/+End(45)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    Level 8: Form of the Body
    Level 8: Form of the Mind
    Level 8: Form of the Soul
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Core Paragon
    Level 50: Rebirth Radial Epiphany
    Level 50: Ion Radial Final Judgement
    Level 50: Reactive Radial Flawless Interface
    ------------
  15. You could take 3 slots from Grounded (the enhancements don't do much to improve the character there, but I get that you are 4-slotting fo the Reactive set bonues) and use them to set up a 4-slot Kinetic Combat mule in Boxing. That will add about 2% defense right there (for S/L).

    You could also put a Kinetic Combat set in Sky Splitter, and fill the other to spots with a couple of Mako's or random dmg procs. That would be another 2% S/L defense bonus.

    Your last 2 powers are endurance-related, and really aren't necessary. Staff/Ela is not very end-heavy at all. If you can free up the slots, you could take Taunt and 4-slot for another Mocking set (another 2.5% S/L Def).

    I notice you haven't slotted any LotG +Global Recharges, despite having a few spots for them. I would highly recommend that, as the +Rech helps keep energize and Power Sink up more often. You could put them in both +def pool powers (instead of one of the others from that set that are already in there) and Combat Jumping (replacing the Kismet or in addition to it). You could also fit one into Guarded Spin, though you'd lose the three-piece Erad bonuses.

    I also noticed the absence of Hasten, which I would certainly take for the same reason. With 2-3 global +rech and 2 slots in Hasten, you will do a LOT to speed up those utility powers and have close to an un-interrupted ST and AoE attack chain. Assuming you skipped Hasten so you could pick up the Energy Pool for the Endurance powers, you should re-think that, and take Hasten instead.

    You could take the T9 and put the Gladiator's Armor +3% Def PvPIO in there. I know you don't use purples, but if you want to even come close to soft-capping, that one is a silly one to skip. This gives you an 'oh ****' button when you need it, but also a free slot to put one of the best defensive enhancements in the game into.

    I took Rebirth Destiny, because I really like having a second heal when things so south. Barrier is solid, too, however, especially if you don't boost your S/L Def a bit more.

    How are you liking Preemptive Interface? I have Reactive, partly for the great dmg but partly for concept (Electric Sparks setting things on fire), but I really like the end drain from Power Sink, Lightning Field and Ion Judgement, and having an interface that keeps things bottomed out seems like a good fit as well.

    I'll post my build when I get home later, if you are interested in seeing it (I use a lot fo purples, so I don't know how helpful it will be).
  16. Quote:
    Originally Posted by lucky666 View Post
    no way if they do that there would be no way to tell if someone else just used their ion and if yours will be wasted. That text is necessary for large leagues, makes it real easy to avoid wasting an ion nuke.
    qft!
  17. No problem. My DM/Regen has been my main for years and years, so I have been through a lot of different builds. Focusing on Defense after Recharge creates a great survivable build with lots of tools available very often. I have Spiritual Alpha, Rebirth Destiny (Barrier can be nice, also for this combo), Void Judgement and Spectral Interface, which all fit concept and have good synergy with the other tools. My build is a few posts up. It is very expensive, but I think it's worth it.

    The 12% regen from the extra Numina set is such a small drop in the bucket for you, I don't think you'd notice losing it. Especially if you can gain something like +Rech or +Def instead. But, if you don't plan to respec anyway, I wouldn't worry about it.

    The Soul Patron Set, if you do decide to run the alignment gamut, is awesome. I have 3 powers from it (Dark Blast, Shadow Meld and Soul Storm). Dark Blast is a great, fast, ranged attack that fits well with the DM concept (-to hit secondary). It adds some ranged utility to a set sorely lacking in that. Shadow Meld has been talked about plenty...it rocks, get it, love it. Soul Storm is just flat out fun! Running x8, there are lots of spawns with 2 rough mobs for DM/Regen (like Sappers). Great fun to hold one, fear one, destroy the group, then finish them off.
  18. So, the bottom line is both are useful, if you have the room for each in a build. For some reason, I was under the opinion that Panacea wasn't that good. Clearly, I was wrong/misinformed.
  19. I think it is high time for some more accolades that grant powers/buffs. Some things to make badging more rewarding. Here are a couple suggestions, please reply with some of your own (I am sure other threads like this exist, but I didn't find any recent ones while searching):

    1. 5% Toxic Resist - A few requisite Exploration and/or Plaque badges, Dr. Vaz, maybe Sewer Trial, a couple of Toxic-related kill badges.

    2. 5% Psi Resist - Similar to the above, but with Psi-related AVs/Kills/TF Completions

    Things like those could be repeated for all of the dmg types/positions, though the more common ones might affect balance issues (I am assuming small resists like 5% to more exotic dmg types won't break anything).

    3. +1% Def or +2% Res to all - Basically all of the kill badges. This might be a bit too much, but it would be nice to have a big reward for grinding out all (or a large majority) of the kill badges.

    4. Small amount (not sure what number would be beneficial w/o affecting balance) of End Drain or Defense/Resist Debuff Resistance.

    Here a couple more half-baked ideas for click-powers, some of which might be useful, some just annoying extra buttons to have to pay attention to:

    5. Moderate self/ally heal with typical Accolade very long cooldown

    6. An Absorb Shield with typical Accolade very long cooldown

    7. A short duration Intangibility 'escape' power with typical Accolade very long cooldown

    8. Very very long cooldown self-rez

    Just a few ideas to hopefully get a discussion going. I'm eager to see what the rest of you have in mind - I am sure they'll be more creative than these.

    They could come up with a more tidy way to integrate these into the power list as well, instead of adding a bunch of additional icons. Maybe have a single Accolade Badge Effect/Power that gets passive power effects added onto it as you earn them?
  20. How does the DoT dmg compare with Reactive, Spectral, etc? Is energy highly resisted by endgame mobs/AVs?

    I have Reactive at the moment, both because of the high dmg and because it fits fairly well with an electric concept (sparks/arcs set stuff on fire). However, the end drain/energy dmg would fit even better, and I love keeping enemies blue bars empty.
  21. Xyzor

    SkySplitter

    Quote:
    Originally Posted by Virusman View Post
    what separates Staff Fighting?
    Staff stands out for its utility, especially while leveling and playing at mid-lvls. End issues? Covered. Need +rech? No problem. Good on everything else? Dmg boost. Plus, it is a champ in AoE for a melee set (at least in my anecdotal experience, I do not have numerical data to back this up). It also provides various buffs/debuffs based on the perfection mechanic that should be taken into account.
  22. How about Regenerative Tissue as well? 25% Regen starting at lvl 10?

    Can anyone confirm Panacea as better/equal to Numinas Regen/Recov? I seem to remember it not being that great for some reason.
  23. Not sure what the set bonuses are in some of these, but this is what jumped out at me after a quick look at your build:

    4-slotting Hover seems excessive. I have never had KB problems, or speed problems, with Hover on my DM/Regen. I have 1 flight speed and the LotG. That should free up 2 slots for you for use elsewhere.

    Try 4-slotting Reactive Armor in Tough instead of Aegis (keep the status protect/psi if you'd like) for Melee/S/L defense.

    If you have a couple enhancement boosters available, Hasten can be perma with just 2 slots (maxes out with a +5 to one and +2 to the other), that third is largely wasted by ED even without boosters.

    Smite will be better off with 4 Kinetic Combats and a 2-pc set of something or 2 procs instead of 6 Mako's.

    Replace the 2 standard IOs in Quick Recovery with a Performance Shifter Endmod and Chance for +End. You'll get just as much out of it, plus a small movement speed boost (to offset dropping some slots from Hover).

    The slots we are freeing up above should be put into Dull Pain, slotted just like Instant Healing. You really want to make DP perma. It will cap your HP and improve your Regen.

    Drop the Impervious Skin from Integration - you don't need it. /Regen has great status protection (Fear gets through sometimes, but not enough to really worry about slotting for it), and replace one of the standard IOs with the Steadfast End/Res. You will get the same performance, with better End management and a small recovery boost from the set bonus.

    Physical Perfection is wasted on a /Regen. I would opt for something else. If you need it for FA (can't remember if you do), don't 2-slot it, just give it the base slot with with Perf shifter +end proc (you'll find yourself better suited than slotting for Health/Regen, since you will end up with loads of it everywhere else).

    If you plan on using Hover most of the time when in combat, you don't need the +Runspeed in sprint. Replace that with Celerity +stealth, and you can use sprint as an extra +stealth toggle.

    Could prolly max it out a bit more by finding 3 extra spots to mule a Kinetic set in Boxing, too, for more S/L defense, as well. Not sure how many the comments above would free up, but ideally you would get 4 more into DP and 3 more into Boxing. You could prolly lose 1 more from Resilience (the standard IO) and gain more from the +Def from the set than from the +Res enhancement.

    If you make any changes based on this, post the build again. GL!
  24. Quote:
    Originally Posted by PRAF68_EU View Post
    My Staff Brute's only skipped power is Precise Strike. I have Mercurial because it can take Achilles Heal. The extra accuracy of PS might cause me to switch next respec though.
    Also reasonable. Like most melee sets the first two ST attacks can be treated as 'one or the other' in a build tight on power choices.

    Personally, I tend to always build for +Rech, so taking the slightly slower, harder-hitting attack is my normal course of action. MB, however, does have some advantages (like taking the Heel proc) that it is worth considering as the keeper. I do have both, and plan to keep them, because MB is an attack that builds a fast perfection point without needing redraw, and it can sort-of-mule a Kinetic Combat set, and PS is a better ST-dmg attack for that attack chain.
  25. Quote:
    Originally Posted by Ukaserex View Post
    To the OP:

    Have you tried using the ultimate, and then spawning your pets?

    My understanding is that your pets will get the level shift if you're shifted when you spawn them.

    I can't say for sure, because with all the really hard way attempts, I'm not going to blow one for this test, but I am pretty sure it will work this way.
    Not to be rude, but did you read the OP in its entirety? One of the tests he performed was summoning after using the Ultimate. There are screenshots and everything.

    Unless the post was edited after you posted, of course. In that case, nevermind.