Windenergy21

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  1. aye forget who said it but i also planned a rad/dev. Been wanting another /dev, started an arch/dev cause i wanted a double stun, but the rad fits a little better i think. It will be rediculously good accuracy between rad blast and targetting drone heh. Can easily slot next to no accuracy in the build, and still be helpful on teams. Yes most of the -defense is wasted, but in the low levels its certainly nice, and the set is pretty decent on its own without the defense debuff. Not so much in the ways of mitigation etc, but its a fun set regardless. And it LOOKS COOL!
  2. Check out the link in my sig, its got good advice for the build. I'd avoid trying to go for defenses with this build. You'll be in melee enough, but your best mitigation is in the regen you get from DP and your mitigation powers. I'm a fan of cones as well so this build is very fun to me. Its nice having the howl > psy screa > static discharge aoe attack chain. Shockwave is a big component as well before static discharge, and is a big boon in your survival. If your on a team, it really shouldnt matter much anyways. but solo, you can perma-knock enemies down with it when slotted/bonuses etc.

    I think in my link you have to g oto the bottom a little, they added surge of power to the elec mastery epic, so the build now includes that at 49 i believe. Very nice having SoP up and saturated DP :P Invincible blaster time!
  3. Quote:
    Originally Posted by MentalMaden View Post
    QFT.....just got frozen armor on my Ill/Cold, opened up my combat attributes and cried.
    I agree 100% here too, no reason it shouldnt grant both positional and typed defense. Thinking its more of a bug, either way I say we all petition it.
  4. Quote:
    also consider misses and bosses that will require two applications of Fire Cages.
    Wron, it takes 2 applications to IMMOBILIZE the bosses, but one application will still do the -kb protection on the bosses. I've spammed this on my fire/storm. Usually i'm spamming cages so tornado can deal damage and lightning storm doesnt knock them back anyways, so tossing a bonfire in the mix doesn't flutter me at all. I still wouldnt SLOT it for damage unless going for the 5 positrons blast set bonuses. But i use it as such at random times if i feel like it. If you get enemies in a corner, if you place it properly bonfire alone will keep the enmies in the corner even without freezing rain/hurricane/snow storm etc, so it only helps at that point.

    I've got my cages slotted 3acc/2end right now i believe, will use a few trap of the hunter and then whateveri need in the other 2 slots when i get to it, but it doesn't do too bad.
  5. As the title suggest can you please fix the editing of fire imps attacks. You can change their color, and the color of your fire powers, but it looks REALLY bad when you have all black or all green etc fire powers, then the imps start attacking and its the same orange'ish generic fire color for their attacks.
  6. just as you see i'm putting it in CJ right now and getting next to no benefit for either movement speed nor end reduction stats, which I would if i could slot them in sprint, since i'm not using a travel power just ninja run and sprint/swift/quickness so it would have been nice.
  7. Quote:
    Originally Posted by Derangedpolygot View Post
    Well, not Winter's Gift, it's all Unique. The change to exclude it was made only after the introduction of Blessing of the Zephyr. The Vet Rewards are indeed the reason for the limitation. One could have slotted KB prot 5 or six times without investing slots.
    Dang, i wanted blessing of the zephyr for sprint, for the run speed and end reduction as a way for a defense bonus, but only one of them, not in the vet powers also. Stupid people ruining it for the rest of us by abusing stuff XD.
  8. Wait can Sprint really not take universal travel sets but can take both run and jump sets??? Please tell me mids is lying to me this makes no sense.
  9. Quote:
    This is strictly PvE, and FA will never be turned on. I decided that a passive perception bonus would be better than Conserve Power, since I don't expect to have huge endurance problems and Conserve is on too long a recharge cycle to be highly useful anyway; if I'm wrong about the endurance problem thing, I'll take Conserve Power and maybe axe 3% of my defense to pick up Consume.
    You shouldn't need CP, You'll find with Consume slotted, 60-70 seconds recharge should be more than enough. Granted VERY largely, i'm abhorred by its base recharge time for what it does. It should easily be on a 120 or 90 second base recharge. But when your build is fully IOd it serves its purpose.

    Quote:
    I'm considering slotting Obliteration instead, to get more damage out of this, and I might put a slot from Hasten in as EndMod so I start fuller if I have Endurance problems, but I'm not planning on leaving this near-empty. You seem to plan on not dying; I prefer to plan on just never being dead. With a self-rez, there's an important distinction there. My Fire Armor build doesn't need to keep me alive, it just needs to keep me from dying more often than my ability to stand back up can easily support.
    See that's the thing, i'm not saying you'll never die (though it shoudln't be too often with what i've shown) Its not goign to happen so often that you need to bother slotting RotP. One 50 recharge in it with your bonuses + hasten should keep it up more than often enough. As it continues to knock back in 3 consecutive tics, most enemies only get the first tic of damage anyways, and the stun, usually doesn't matter cause it doesn't last much longer than your 10 second invincibility period after using RotP where enemies can't hurt you anyways.

    I would most definitely take the power, Its my favorite rez in the game, but its not worth slotting IMO.

    Quote:
    It's not a real "cap." It's "diminishing returns." The fourth slot in Hasten takes the recharge down by about six seconds; it doesn't sound like much, but in actual practice those last few seconds are always the most annoying if you're actually waiting for it, and I didn't feel like I had anywhere better to put the slot. That said, it's a "floating slot," it's the first one I would move if I needed to shift slots around.
    could just say fair enough, if its something you notice enough to make you happy to each his own. Stat-wise, and personally, I never notice the difference. After your bonuses and slotting i just kinda ignore the downtime.

    Quote:
    First, I don't think there's any good reason to use 6 Doctored Wounds. 5 works great for Reconstruction and Healing Aura--better, in fact, than 6 Numina's--and I expect the same to be true for Healing Flames. Naturally, freeing the slot up is a point in favor of DW, but the Regen and Defense is drawing me toward Numina's.
    Yeah on my regen's i only use 5 as well, because i'm not thinking a lick of it for endurance consumption, only for its heal/recharge values. But for a fire armor its not like you need it terribly, but it helps a little bit, and a tiny bit of psi resistance can't hurt either.
  10. Quote:
    Originally Posted by bAss_ackwards View Post
    I don't actually have a Enzyme in my Combat Jumping. Yet. Most likely I'll just stick with the 50 Defense IO I have in it already.

    That one came down to playstyle. I knew I'd be missing out on DPE or the likes, but I wanted Fireball so I gave up Blazing Aura for it. This is why I posted With and Without Blazing Aura builds. It's up to the player to see what they enjoy more from the game.

    In the build I already have 5 x 3.75% Melee Defense. No going beyond that, as it were. However, you did remind me that Gaussian's Synchronized Fire-Control also gives 2.5% to Melee so I boosted that instead. Alternatively, I could take out the slots in Boxing, move Obliteration into Consume as you've said, and then maybe put Multi Strike into Fire Sword Circle, but then trading a 2.5% for a 1.88% would bring the set further down from the Melee Softcap.

    Consume is there for me for when I am facing -Recovery or Endurance draining enemies. It does not get much use.
    Much use not terribly, but having consume, means you can focus less on recovery with the power available.

    And doh, looked to fast wasn't thinking about the obliteration's melee defense you already used in DT. Though likewise you could slot sciroccos for some aoe defense. Or likewise, slot the obliteration, and then change a TOD in crane kick to Mako's (grants better recharge, for your main ST mitigating ability). And boost your ranged defense up by 3.75%.
  11. Just looked real fast at the build for the ma/fire Bass, why on earth would you waste a defense/end hami on combat jumping? Those things are expensive to be saving .02 endurance/second Just go with a 50 common Defense IO, i think you'll be ok for the .15% defense loss.

    Also missing out on blazing aura which is a huge boost to your damage. Would not skip that, which is almost double the aoe DPS of fireball before factoring in focus chi/FE. Bout 1.5 times more when those are factored in.

    You'd really never use boxing (or shouldnt especially with that slotting) You should REALLY move those slots into consume, which you can slot a full set of obliteration into and give consume some good boosting stats as well as get that melee defense bonus (which is more than from razzle dazzle "actually" putting you over the cap). FYI for the end you'll gain by slotting consume, and from what you're build has already easily ditch the numina unique out of health for your last 6th slot of obliteration in it.
  12. Quote:
    --------------------------------------------------------------------------------

    I agree with Wind that I needed Hasten. I'm inclined towards this build now:

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    I'm toying with the idea of dropping two slots from Hasten and one from Fire Shield, giving Fire Shield the slotting of Plasma plus the global 3% Defense, and turning Temperature Protection into a Hover with two Zephyr, a Winter's Gift, and a LotG+R, but I don't think that extra 2.5% Ranged defense and 7.5% recharge would really be worth the added endurance cost and the minor loss of S/L and Cold resists.
    Are you trying to do a pvp build also? Noticed the increased perception proc in your FA in that build, FA already boosts perception in PvE by more than you'd ever need really. Also confused as to why you keep slotting RotP with AA, i understand the bonuses, but thats 4 slots pretty much wasted on a power that doesn't need them. I'd at least put those into focused accuracy, if you care more about the recharge than the defense bonuses in it you can put in 5 adjusted targetttings, granting better accuracy through more to hit/9% acc bonus, you get 5% vs 10% recharge, but thats not the worst thing ever, by slotting FA instead also you are GREATLY boosting the end discount on FA as well.

    You'll definitely just want 3 slots in hasten btw, ED cap and all.

    The overall defense of this build is far less as well, missing tough too. I've played fire tanks before, and they're pretty squishy. With the bonuses from defense + tough/weave its makes it decently sturdy enough. ET is nice to have as well though. Any toon i've had laser beam eyes on i find i almost never use it, always seems like the animation is too long where i coudl get off 2 melee attacks before it finishes.

    Also, focus chi slotting, as mentioned i'd put the gaussians set in FA. 2 recharge IOs that are 50 will give you 10% more recharge in focus chi as it is anyways, and that's all you really need it for. But as mentioned slot-wise, bumping from RotP into focus chi then (regarding 6 gaussians in FA) you can put 5 adjusted targettings in focus chi, capping its recharge and still getting those bonuses.

    As to the +recharge procs you keep seeming to put in there, i've never really found a good enough use out of them. Even on my ff/psy i used, i'd get the chances (16 target cap as opposed to 10 target cap from dragons dail and energy torrent) from psy tornado and repulsion bomb. They may be a little longer on recharge, but what i found was even with 2 of them, even if it went off every time, the buff only lasting 5 seconds was not enough of an impact to warrant using and having just a chance for it to go off. Even if you are at max targets, (10 cap) you're still looking at it going off on average once every other mob, where i've always found simply slotting a 50 recharge IO in those aoe poewrs to be much more efficient and reliable.

    Healing flames, 6 numinas may give a defense bonus, but to get all 6 of those enhancementsi s going to cost you probalby around 100 mil, versus 6 doctored wounds which with salvage/crafting probably won't cost you more than 10 mil, while granting a recharge bonus in the process instead of fairly unnecessary regeneration, and a small hp boost. I'd save the money for the numina and put a miracle in health instead.
  13. Quote:
    Originally Posted by Gearford View Post
    maybe, but the topic is about the validity of the proc, not the set as a whole, certainly not the set -proc.
    Quote:
    It's unnoticeable most of the time. I'd skip it and put something in instead that gave you better enhancement values. The other five decimation IOs short you on damage by quite a bit.
    and catwhoord mentioned how he's not a fan of the set as a whole either, guess that inlcudes the proc. But i think the OP edited his original post, so i didn't see anything about this thread being just about the proc, seemed like it was the decimation set in general. Oh well, i stand by what i say, i generally avoid procs unless they are ABSOLUTELY necessary for bonuses like touch of death and mako for defense bonuses.
  14. Here is the build, you can mix/match the melee defense if you need. You can have just over 25% to BOTH melee and ranged defense, and 16.4% to aoe, you can have 29% to melee and 21%ish to ranged. or you can huge boon ranged defense to 14.5% melee defnese, 36.4% ranged defense, and the 16.4% aoe defense. 14.5% melee isnt' terribly shabby when you won't be needing much of the melee defense when your dragon's tail recharges every 4.83 seconds :P, healing flames every 13.8 seconds. I would like more recovery, but considering the end reduction in the build, and consume granting a full end bar every minute, and being able to keep T-drone off most of the time end shouldn't be too much of an issue. I'm actually quite impressed with the build i just made to almost make my own if I didn't already have a ma/dark thats pretty close to this and a ma/wp.

    Also note, that the energy/negative energy is at 26.4% regardles if you go for more melee defense or not. So even if you swapped the IOs around between mako's and touch of death, if the attack in melee is energy or negative, it still woudln't make a difference, and you'll still have the resistance from fire armor and tough to back up the smash/lethal damage.

    You could also swap the mako in thunder kick to touch of death, and leave the other 3 ST attacks as makos, giving 18.3% melee defense, 32.7% ranged defense, and 16.4% aoe defense. The significance of doing this, to push a small luck further. 32.7% is the base + cj defense of SR. One standard luck is 12.5% defense, pushing your ranged defense to 45.2% (capped), and helping your melee a little better.


    You could also go 5 sciroccos + dam/end/rech multi strike in dragon's tail, and full performance shifter in consume to get more aoe defense. 16.4% to 22.7% aoe defense. if you went for rounded out defenses. You could then have 25.8% melee, 25.2% ranged, and 22.7% aoe defense, which isn't too shabby either. A good luck will cap you to all 3 types that way. You'd lose 10% recharge in the process though, and be a little better off on endurance.

    Going to save the rounded out defense version and post it, take a look at it.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Ma Fire Weave: Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Thunder Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(37)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(42)
    Level 2: Storm Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dam%(36)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(37)
    Level 6: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(43)
    Level 8: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(43)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(42)
    Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
    Level 20: Health -- Mrcl-Rcvry+(A)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Acc(37)
    Level 24: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(25), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), EndRdx-I(40)
    Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(29), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 28: Focus Chi -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(43), P'Shift-End%(46)
    Level 32: Kick -- Acc-I(A)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Caltrops -- TmpRdns-Rng/Slow(A), TmpRdns-EndRdx/Rchg/Slow(42)
    Level 44: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 15.5% DamageBuff(Smashing)
    • 15.5% DamageBuff(Lethal)
    • 15.5% DamageBuff(Fire)
    • 15.5% DamageBuff(Cold)
    • 15.5% DamageBuff(Energy)
    • 15.5% DamageBuff(Negative)
    • 15.5% DamageBuff(Toxic)
    • 15.5% DamageBuff(Psionic)
    • 12.4% Defense(Smashing)
    • 12.4% Defense(Lethal)
    • 8.94% Defense(Fire)
    • 8.94% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 18% Defense(Melee)
    • 17.4% Defense(Ranged)
    • 14.9% Defense(AoE)
    • 4% Enhancement(Heal)
    • 12.5% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 15% FlySpeed
    • 170.7 HP (12.7%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 11.6%
    • MezResist(Immobilize) 14.9%
    • MezResist(Terrorized) 2.2%
    • 9% (0.15 End/sec) Recovery
    • 30% (1.68 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 6.25% Resistance(Negative)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 15% RunSpeed



    Code:
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  15. Quote:
    Wow, you guys opened my eyes a bit. Thank you.

    Even a quick & rough build like this (DataLink) is hitting 30% S/L and 20% E/NE while keeping good recharge.

    An interesting side effect of this is that I feel a bit burnt out on making defensive builds. I may just start another thread for more of a cannon build; that seems more appropriate for Fire Armor anyway, especially if I do something silly like purpling out RotP.
    I figured I was going to see this if you considered it, yes s/l would be better defense. BUT just be aware, the uncrafted kinetic combat dam/end/rech IO right now is currently 60-80 mil just for that one alone, and you'll be using 4 of them. With salvage, average to 70 mil each, thats 280 mil just for those 4 enhancments. Not to mention the rest of the set. Personally it's not worth bothering with it. The only time i'd use kinetic combat, is if you're trying to cap an invuln's smash/lethal defense or boost up a willpowers. Its too expensive for what its worth personally otherwise. Whereas going for recharge (in addition to the 1.13% max hp per set, and 7% accuracy per set, and if you 6 slot 2.5% psy resistance per set) Crushing impact is a LOT LOT LOT cheaper for your melee attacks.

    Also, you'll want hurdle, not swift. Mixed with combat jumping you'll get MUCH better combat movement this way.

    Also, looking at the build you have, i'm not sure if i'd personally bother with burn, you may have dragons tail, but even then especially as a scrapper you'll be moving around and dealing damage and burn is kinda slow personally and hard to get good use out of unless you're forcing yourself to go. Personally i'd go weapons mastery. When going for defense you can 6 slot gaussians into t-drone for 2.5% positional defense and good accuracy helping stats. And caltrops is one of the best mitigation tools, theyll run slow, and in "fear" away from you, and you'll still be knocking them down.

    The end discount is a bit excessive on blazing aura as well when its not capped for damage. From what I mentioned before i'd less worry about s/l defense, and choose between melee or ranged.

    I'd also suggest picking up hasten. The main reasons are again for healing flames, the faster that's up the better. And VERY largely dragon's tail. With good rech bonuses and hasten, you can pretty much perma knock down enemies when hasten is up with dragon's tail and they can't fight back at all, kinda helps my ranged is better than melee defense argument. Hence the build i'll show is going to be geared towards ranged defense.

    Also, tough will go a long way to help, probably more-so than defense bonuses will, especially when not being altogether that close to the cap. The build i'm going to show you, be aware just how much better survival is, for pretty much very little damage loss, by ditching burn for weave. FYI, with the bonuses i give, and consume end shouldn't be that big of an issue. Actually going to ditch burn altogether to show you, if it HAS to stay (can't imagine why) you could swap it with weave.
  16. Quote:
    Originally Posted by Teeth View Post
    While I'm thinking about it--how does high Defense compare with the option of using high Recharge to fire my heal more often? I'd lose 5-10% Defense and maybe 10-20% Regen to get my Healing Flames down from 20 seconds to 16 seconds, and it would slow my DPS a bit, but it's an option.

    Similarly, I could take Cobra Strike, though I wish to reassert that my primary objective is to kill things and that seems like it would slow me down.

    (I am aware that having 300% Regen is not especially impressive, though I'm not clear on whether it's worth mentioning.)



    That's when big orange numbers make things fall down and stop hitting me. Killing things before they kill you is a selling point for Fire Armor.
    I'd go for recharge first and foremost, especially as a ma/fire scrapper. Not only is having the heal up faster a big boon, but you will be able to use dragon's tail more often, which is your greatest mitigation tool available to you, in addition to dealing more damage to the enemies faster.


    As to melee versus ranged defense. I find ranged to be just as effective in a build like fire armor. Most debuffs come from ranged attacks, think council marskman grrr. When they ARE in melee, that's where your dragon's tail and vs bosses your crane kick will be coming in to play to mitigate damage. And when slotting for ranged vs melee defense, with the heal from fire armor, if all else fails, and you need to kite enemies to give you time to get your healing flames used again, ranged defense will help you a lot more during this time. If you've ever played a blapper before, using ranged defense on this build shouldn't be hard.

    And on to your regeneration note, regeneration on a fire armor is pretty insignificant considering how much of it is trumped by the sheer amount of healing you get from healing flames. Unless you are getting around regens level of regeneration you're more than likely not going to notice any regeneration for the most part you obtain. You'll want to go for max HP bonuses, and recharge instead of regeneration.
  17. Um, there is nothing wrong with decimation, "quite a bit" using level 40s you get 62.73% accuracy, 89.17% damage, 43.43% end reduction, and 62.73% recharge.

    You skip the buikld up proc, and slot a 50 t-strike in the 6th slot, turns into 62.73% accuracy, 96.93% damage (capped) 64.63% end reduction and 82.53% recharge. Seems pretty DARN good to me.
  18. Quote:
    But Dragon's Tail and bloodthirst
    Um.... what's bloodthirst?
  19. slot for acc/hold/recharge, its not a power you slot for damage at all. With the good bonuses from sets there should be no room to slot for damage reasonably for what you'll want to go for set-wise and to get the hold stats for the power.
  20. Quote:
    Except that, for the exact same number of situations, SotW will waste endurance by requiring a second hit in the exact manner you describe GC requiring a second hit. GC is penalized no more than SotW, so you're bringing up a completely moot point and acting if it is a point in SotW's favor because you don't realize that the exact opposite is just as true.
    That's what divine avalanche is there for my good man.

    Quote:
    Which, as I've said, is just as untrue because DPE is a standardized value. The only differences in DPS are generate similar differences in EPS. The only sets that are actually more end efficient are Claws (because that's Claws' secondary effect) and Fire (because the DoT is free damage). Saying that Kat, in general, has fewer end woes than other sets is simply ignorant, especially since, at the top end, it actually costs more because it has a greater baseline DPS than most other sets.
    But you have to factor in what the cones are doing for you to save you endurance, that's why cones are so great. Even with some line-up time, they are more over worth it, which in addition the line-up time (not saying its huge, just additive) means your not attacking to get the most out of the cones, which means not using end during that time. Letting you take out enemies with max efficiency, via cones, and not wasting damage by having smaller attacks, IS what lets it be a more endurance efficient set than others with the same "DPE" values. Its never so cut and dry as to "they're all the same"

    Quote:
    Quote:
    I just wish that Divine Avalanche had GC's animation and activation time One can dream eh?
    Really? /em facepalm.
    Hey I said one could dream, didn't say i even had an inkling of a thought that it would actually happen. You need to take a breather lol
  21. Quote:
    Originally Posted by Umbral View Post
    Then don't bring up poor design decisions that exist only to assuage your personal distaste for similar attacks as if they were, somehow, optimal choices. I honestly don't give a damn if you prefer SotW over GC. It doesn't makes a difference to me. I take offense at your inaccurate and false attempts to make it seem like SotW is actually a numerically superior choice.
    I take offense at two things. One, that you make it seem like the difference is SO huge that GC trumps SOTW so unfavorably. And two, having a faster lower damaging attack having a higher DPA that its higher damage slower recharging brother-power. It does not follow the standardized rules. While being some-what unique in itself, good for GC, but very confusing.

    On the endurance question, using GC twice versus SoTW once, no its not going to impact much, but the situation is that you use GC multiple upon multiple times, they add up. Never said that a kat/wp would EVER have end probelms, was referring to katana in general. I just wish that Divine Avalanche had GC's animation and activation time One can dream eh?
  22. Quote:
    Originally Posted by dougnukem View Post
    Yea, with the MA Booster, Ninja Run plus Sprint, Hurdle, or Swift works just fine for a travel in all honesty.
    NR + hurdle is, NR + swift/sprint is only like a little over 40 mph, but NR + hurdle is over 60MPH with a 50 common IO in hurdle, big difference.
  23. Quote:
    Originally Posted by Umbral View Post
    Of course, I keep forgetting that if you have redundant powers and use all of them to the point of peak end efficiency, you'll get different efficiencies.

    The difference you're attempting to make isn't nearly as substantial as you're attempting to make it seem, though. BS attacks cost more per activation but Kat makes more activations per time frame so the actual difference in endurance efficiency is incredibly small. You'd get more ground with the argument bringing up Fire's higher end efficiency since it actually has a mechanism that differentiates its dam/end consumption beyond the abstract of efficiency of use.



    You'd be surprised how little the build up chains actually matter since the attack strings are already based upon getting the most out of the specific attacks. It's not a PvP build either, so it's not like there is a specific need to extract as much damage from the 10 second period as possible.



    So you're advocating taking the the worse of two powers specifically because it deals more damage per activation but deals less damage over time (which makes even less sense because SotW is just as likely to have wasted damage as GC is not have enough)? You're acting like wasting 3 points of endurance is some kind of cardinal sin. This is a Kat/WP IO build. Endurance is one of the last things you need to worry about since you're already packing Stamina and QR, along with end redux in all of your attacks. There is no need to make choices that purposefully decrease your top end performance to allow you to have some arbitrary ability to save a couple point of endurance that were going to be wasted anyway because you're already dancing around with infinite endurance sustainability.

    Quit trying to act as if there were some modicum of intelligence in what is obviously bad advice. SotW is, by far, the worse attack compared to GC, no matter how you try to spin it.

    Could also simply be that I find having the same stat powers boring and like more dynamics in my attack chain. Clicking a low damage but fast power can be fun in the early levels when you don't have enough attacks, but gets very annoying personally later in the game.
  24. Don't forget to do build up chain comparisons. Which will ultimately matter how much recharge your build has as well to what you can fit in those 10 seconds. Personally, i like where SoTW fits in overall as well, (hence what i'm about to say also factoring into good end use) But its more damage than GC, meaning you use it when enemies will get hurt without over or undershotting. I have DA for the really low damage power (same as GC) I dont need another tiny attack to fit in there at all (regardless of DPA). If an enemy has the health where one SoTW will kill it, but it would take 2 GC's, then you are not saving endurance by using those 2 GC where you could use just one SoTW. Plus its a fun power overall, with still really good stats.