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Posts
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That fact that it's possible, that's what part. It doesn't matter what anyone says as to "it would take so much work" or "there are complications however" It IS possible, that's all that matters. It's possible, and i'm asking for it to be worked on so we can have it. That's the ONLY part that matters. It may be a matter of how long into the future, but there is NOTHING wrong with asking such a request. I don't understand all you fearmongers trying to say it will never happen, that's just foolish.
Even if its so extensive as the work you say it would be. Then booster pack #5 "elemental" here we come. -
Sure they could, though depending how you do it is the tricy part. they could do it like they did for elemental shields. A different weapon for each aura, and then just let us select the color scheme associated with it (like orange, green, blue elec shields etc)
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Quote:But the coding already exists, thats the point, Its on the AVs. Not even just that look at ice sword, how its graphics were messed up, between having its form, and then the icy aura not matching up, they have the aura for us already there, fire sword, etc. They just need to make it customizable to normal weapons.Do what I do: Any time you see the word "can't" replace it with "the amount of effort and coding involved in the implementation of this would be such that it is unfeasible to do it with the budgeted time and resource that they have."
It's not that they literally can't do it, it's just that there would be several major changes that would need to be made to the underlying way that the characters are modelled, and they would basically need to take it down to zero before they could implement it is just not cost effective at this time.
As an aside, I'm beginning to think that they shouldn't have gone through with power customization. It seems it's becoming the justification for every idea that bounces through here. "They said they couldn't allow us to customize our powers, and now we can, why can't CoH make my computer print money?" -
Quote:Ew yeesh no wonder I haven't seein it yet, it looks terrible
They need to make a modified version of it with the double blades like the normal axe does
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Just like they "can't" give us customizable power colors? It can DEFINITLEY be done. Really, if they can do auras on body parts, there is no reason it can't be done on weapons.
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Quote:"fits nicely" is not the same as "is a tech axe" Need a good tech axe, one that fits theme with the tech shield like the tech broadsword does with it.The Vanguard, formerly Talsorian, Axe exists already.
As for a "tech" axe, the Impervium Axe fits nicely, IMO.
And really on the talsorian axe? I have yet to see it in game. -
We also BADLY need aura's for our weapons like Battle Maiden and Infernal have. Fire aura, electricity and cold aura, nether aura, light aura, you name it, our weapons NEED it!
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That would be lame. And yeah seriously, where is the tech axe and the talsorian axe???????? There might be a tech axe but if so its lame cause I don't even recall it, if not we need one, and we definitely need a "talsorian" axe, which if one exists i have yet to see it.
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Why did they change the name of the Talsorian weapons to vanguard? Talsorian was SOOOO much cooler of a name than lame Vanguard is
. Change it back!!! :P
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If you were doing that, it would be proportionately better to use 3 performance shifters and put the miracle in the 4th slot and keep the 12% regen bonus, granting more +max hp in the process and losing less regeneration than your suggestion. But you really have to figure, how much is that even needed. 2.2 end/sec with 60-70% end reduction on every attack except whirling sword, and the fact that you can shut off focused accuracy most of the time, and even tough as well in most situations resulting in a large increase in endurance recovery by doing so, the miracle in PP is by far unnecessary.
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You might want to take a look at this build Jeet. Better endurance, MUCH more regeneration. Capped to all 3 defenses without weave. More accuracy/to hit. (247% vs 402% regeneration, huge diff), more HP, tiny bit more damage. The only downside in the whole build is for whirling sword/headsplitter/disembowel its about .2-.4 seconds slower, (thats decimal point 2 and 4), however slice is ever so slightly faster, and hack is half a second faster in my build.
My build also offers maxed damage slotting on parry, which in the final IO build should be switched for slash (using parry for the 2nd biuld for exemplaring tfs). On top of the more recovery my build also has more end reduction on attacks, about 20% on all but whirling sword. 50% more end reduction on headsplitter, and about equal on disembowel.
Elude is not necessary with a capped SR build.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
BS SR Tough: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(48)
Level 2: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(43)
Level 4: Agile -- S'dpty-Def/Rchg(A), S'dpty-Def(9), LkGmblr-Rchg+(11)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(48)
Level 8: Parry -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- S'dpty-Def/Rchg(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/Rchg(21), Heal-I(39), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
Level 24: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(39)
Level 28: Lucky -- S'dpty-Def/Rchg(A), S'dpty-Def(29), LkGmblr-Rchg+(29)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(34)
Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(48)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(45), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.3% Defense(AoE)
- 42.5% Enhancement(RechargeTime)
- 42% Enhancement(Accuracy)
- 5% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 2.2%
- 5.5% (0.09 End/sec) Recovery
- 94% (5.25 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 10% RunSpeed
Set Bonuses:
Mako's Bite
(Hack)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Focused Fighting)- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Slice)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Agile)- 4% (0.22 HP/sec) Regeneration
(Agile)- 7.5% Enhancement(RechargeTime)
(Focused Senses)- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Parry)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Dodge)- 4% (0.22 HP/sec) Regeneration
(Dodge)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Stamina)- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Whirling Sword)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Disembowel)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Lucky)- 4% (0.22 HP/sec) Regeneration
(Lucky)- 7.5% Enhancement(RechargeTime)
(Head Splitter)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Evasion)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Physical Perfection)- 12% (0.67 HP/sec) Regeneration
(Physical Perfection)- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Tough)- 3% Defense(All)
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
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I think i might definitely split him off into a claw/sr and elec/regen. To keep, somewhat theme/character. As if the claw/regen focused the healing energy to speeding metabolism and muscle control to evade attacks entirely, then go with a glowy green SR colors and high amounts of regeneration in him. I'd just hate to delete him though, when he has all accolades, tons of badges, was actually the character I CREATED my SG with
. But the way he attacks after the slash/focus nerfs which was what his attack chain used to solely consist of i dunno
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Oh that's all he got lucky with a few of those recharges, but most of them were slow attacks, might have had some luck with defense bonuses there but otherwise shown understandable. I can say a claw/sr the way i'd build it would have a much easier time than that though
, i'd like to see that build go against +2/x6 council like i was the other night and see if its any different. The rikti sport no debuffs, standard physical attacks, no slows, -regen, -resistance. I wouldn't say council are MADE to debuff either, but the small what they do hurts regen so much.
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Quote:Definitley boggles mine, Using a luck, which i figure combined with cj almost equals the defense of one of my builds, and with the IO ihave so far, with high recharging shockwave/energy torrent i was getting mauled by +2/x6 council earlier today :/ I can really not imagine doing the RWZ challenge with just swipe unless i'm assuming it to be easier than i originally thought it to be. I'd like to see a video if he has it.Claws/Regen can get very good with a decent IO investment. I have mine built on the cheap and he is nearly unkillable in all but the most extreme situations. When you have enough passive mitigation you rarely need to hit a heal, you can call your Regen solid.
Mine could be better, but I'm not rolling in influence. I focused on Max HP and passive regen paired with a reasonable amount of defense. Because I can't afford a high recharge build the Max HP bonuses help when Dull Pain is down, since I can't get it even near perma. With unlimited influence Regen can get crazy good. Werner has a Katana/Regen that's a monster, and Iggy Kamikaze pulled off the RWZ Challenge on his Claws/Regen........using nothing but Swipe. That one still boggles my mind.
My claw/regen has resilience/tough, and half his rech bonuses, DP pretty much perma, so +HP bonuses won't factor much. The only power he doesn't have that he could (considering using hte luck so weave + bonuses about equal that) is MOG, which I dont see making SO much of a difference per its rech/duration. Yes i know how it works now btw. As to the claw/regen won't fit in to it anyway. I just don't see much more of a way to improve it. -
Quote:Cool, thought so but couldn't remember, helps figure bonuses to get that tic/2second I was looking for.The 100% part is enhanceable, so Integration takes priority over Fast Healing (75%) takes priority over Health (40%).
Now to just decide whether to somewhat IO my claw/regen, or reroll him to a claw/SR XD -
Boosts regen 100%, and 50% one is unehanceable the other is, which is the enhanceable portion?
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Quote:From the sound of what you're thinking I think a BS/Willpower would be PERFECT for you.Hey all.
Most of my experience in CoX has been with Blasters and Defenders, and I feel like it's time to put down the nukes and buffs for a little bit and strap on the boxing gloves. I've always really wanted to try a scrapper, but everytime I start one, I end up not liking them for some unknown reason. So, I thought I'd come and ask the forum gurus for some help picking out sets that would fit what I'm looking for.
And now, a list!
- My main desire is a soloing toon. I'm tired of needing teammates to soak up damage or deal it, since I sometimes only have time to play at weird hours. So a secondary that provides good mitigation over utility/damage boosts.
- Would like a primary in the middle of the ST - AoE continuum. Spines just didn't deal the ST damage I sometimes needed, but it is most definitely awesome to knock down a dozen minions at once.
- I'd like PvP to be an option, as I would like to eventually experience it.
- While I'm not made of Influence on my other toons, I am definitely willing to eventually spend quite a bit on this toon. Though I definitely prefer not to use anything but generic IOs until 47. So, preferably not a secondary that needs IOs to be manageable as a soloer/leveller.
- EDIT: Almost forgot. I've always wanted to solo an AV, but isn't this more or less possible with any set selection with a decent build?
P.S. As a bonus, whoever picks the set selection I like most gets to name it! (If you want, of course) -
Quote:Moving was never the issue in what i mentioned, tank taking aggro having the enemy just stand there attacking him.Well, technically this isn't a KB suppression but an immobolize issue. With a power like electric fence you will have sufficient KB suppression to ward off tornado with a single application, but you may not have sufficient magnitude to immobolize the enemy causing the run problem that I was mentioning.
That said, it may very well be the damage reporting problem Weatherby suggested since I do not know how the game handles those situations. I tried playing around with it a little last night but I couldn't get tornado's damage low enough without unslotting it, so I will need to experiment on test later to see. -
Quote:BS is the end hog, not SR. You'll need end reductions. Again as mentioned survivability-wise i'm assuming you're using parry to cap your melee defense. Later on you won't need it. Also, even just getting to 44 for physical perfection for more endurance should prove a big boast. The defense IOs like makos and TOD can actually run fairly cheap granting you're not getting the level 40 ToD, even the 39s are drastically cheaper. Both sets come with good end reduction as well some 60%ish IIRC.Ok. So I rolled a bs/sr scrap and I've been playing him off and on now for about two months. He's a 38 and just got elude. But I hate him.
I have all the toggle powers slotted for def. Almost all the auto powers as well. He uses so much endurance that he barely makes it a mob before running dry. And eispite what I heard about SR after SOs he is really squshie.
Should I stick with this build and dump 200 mil into sets?? Or rerole to something else. If so what.
Note. My issue is wih SR I think. I really like the damade potential of the BS.
It's definitely not a lost cause. In the final build i may even suggest dropping parry for slash for added ST dps, and then running a dual build for exemplaring to include parry.
Check out something like this, and just know, substituting slash for parry is an exact swap, power for power, outside of level attainment if you wish:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
BS SR Tough: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(48)
Level 2: Slice -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(43)
Level 4: Agile -- S'dpty-Def/Rchg(A), S'dpty-Def(9), LkGmblr-Rchg+(11)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(7), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(48)
Level 8: Parry -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- S'dpty-Def/Rchg(A), S'dpty-Def(17), LkGmblr-Rchg+(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/Rchg(21), Heal-I(39), RgnTis-Regen+(46)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Acc(31)
Level 24: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(39)
Level 28: Lucky -- S'dpty-Def/Rchg(A), S'dpty-Def(29), LkGmblr-Rchg+(29)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(34)
Level 32: Head Splitter -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(40)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def(36), LkGmblr-Rchg+(48)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(45), Efficacy-EndMod(45), Efficacy-EndMod/Rchg(45), Efficacy-EndMod/Acc/Rchg(46), Efficacy-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 13% Defense(Ranged)
- 13.3% Defense(AoE)
- 42.5% Enhancement(RechargeTime)
- 42% Enhancement(Accuracy)
- 5% FlySpeed
- 175.7 HP (13.1%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 9.35%
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 2.2%
- 5.5% (0.09 End/sec) Recovery
- 94% (5.25 HP/sec) Regeneration
- 6.25% Resistance(Negative)
- 10% RunSpeed
Set Bonuses:
Mako's Bite
(Hack)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Focused Fighting)- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Slice)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Agile)- 4% (0.22 HP/sec) Regeneration
(Agile)- 7.5% Enhancement(RechargeTime)
(Focused Senses)- 4% (0.22 HP/sec) Regeneration
- 10 HP (0.75%) HitPoints
- 3% Enhancement(Accuracy)
(Parry)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Dodge)- 4% (0.22 HP/sec) Regeneration
(Dodge)- 7.5% Enhancement(RechargeTime)
(Health)- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(Stamina)- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Whirling Sword)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Disembowel)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Lucky)- 4% (0.22 HP/sec) Regeneration
(Lucky)- 7.5% Enhancement(RechargeTime)
(Head Splitter)- 10% (0.56 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
(Evasion)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Focused Accuracy)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Physical Perfection)- 12% (0.67 HP/sec) Regeneration
(Physical Perfection)- 15.1 HP (1.12%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
(Tough)- 3% Defense(All)
(Tough)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
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Quote:No i always kb supress when using tornado. The most likely scenario is what weartherby said by having values so low that they hold them until they average over .5 damage to display the "1" tick when say facing MOG having the resistance to lower its damage low enough to do so.
I suspect what you are seeing when you notice a reduction in the damage ticks is that tornado causes terror and therefore many high level enemies will run from it. Thus you notice a reduction in the damage being dealt because the tornado keeps having to play catch up with the enemy. As long as tornado is able to stay on an enemy though it will keep ticking out damage every half a second. -
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Quote:Yeah i did too. Open up the build in mids. The attack vitals is the most important chain for ST, and anything goes for aoe. Skipping power slice is really the only option. You're only missing the sweep combo, which i do kinda like so that hurts, but its a pain to set up often, where just using typhoon's edge when it is available after a double empower combo/or blinding feint rather than waiting for the powers to recharge for the combo is almost as much aoe damage since thankfully you don't really need to worry about the knockdown for mitigation with a capped SR most of the time. Not to mention the KD wont matter with spammed frostbite anyways.These guys disagree with that.
However, thank you for the handy
build; I'm currently struggling with power picks for exactly that combo. -
Quote:Don't forget sailboat, whether the defense debuff is autohit or not, it only takes one tic of the hit of the debuff to get through to not only have the tornado's 1.3 base accuracy, but also its defense debuff to apply as well.
I would be stunned if 'Nado has a 1.3 accuracy, as it's consistently hit MOG'd Paragon protectors, AVs, COT Ghosts with their debuffs stacked up, and everything else I can recall. 1.3 acc won't do that
Also generally for something that tough most people are using freezing rain on top of it as well.
Regardless its enough base accuracy and debuff to definitely see damage numbers, but i assure you, fight something tough enough and you'll definitely notice that those flows of damage numbers will dwindle down in frequency. -
Quote:Really, cause unless they changed it recently, I have DEFINITELY had it repeatedly change versus lets say a high level AV or MOG'd PP from what we all know of the multiple hits of those damages, to where i'd sparsely see it damage at all. This second mention phenomena was of course while NOBODY else was attacking the target (ie spam flood making the damage numbers disperse sporadically)If it says 'Auto' it is auto-hit, regardless of the started accuracy.
That is to say, yes Tornado is autohit.
Red tomax also has it listed HERE as an accuracy of 1.3
The KNOCKBACK may be autohit, the defense debuff may or may not be, but the damage however IIRC, and experienced, is not. -
Quote:Oh my GOODNESS did i ever miss a decimal point there. Tiny little bugger!!!He said 0,375% not 3,75%. That was AFTER debuff resistance.
7,5% X 0,05 = 0,375%
=P
Edit: Though the rest of my post still goes. Don't forget about level multipliers and to hit buffs when calculating. But still the DDR in SR is good.