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Posts
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Joined
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I have a few question if someone could help me clarify them.
1) What's considered a good Regen for Tankers in general?
2) Same as above but for Recovery.
3) With Rage being double stacked for a good bit, does it benefits stack? (accuracy and +damage) or will it just always be in affect? -
Quote:I guess this is what I need to start doing then. Promoting the use of grabbing this power. =)But I figured if I do MY part and advocate how awesome they are, sooner or later I could see more and more folks using them.
Especially with the people who I am consistently teaming with every night. -
To try and help get the ball rolling I quickly threw this one together. It is soft capped at Melee, Range, and AoE with 46%.
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Myself and at least one other I know of have had this problem. Every so often it's almost as if it gets stuck on recharge and won't fire off. Saying that it is still recharging although it is up. Thought it might of been lag or something like that, but I was having no other problems. Since it has happened a few problems and to others I don't think it was on my end of things.
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I <3 this thread.
Easy to find bump as few friends have recently made a DM/SD Scrapper. -
Quote:Ah. Guess I would know that if I ever played anything other than a Scrapper or Tanker. >_>Those values depend on your AT modifiers. A defender will have a better benefit from maneuvers than from CJ, where a scrapper may see the opposite.
Are all the Leaderships similar to that? Tactics and Assault? -
Quote:Which I am fully aware of. As it is CJ also has a slightly higher Defense rating and it also increases your traveling(jumping) all while costing significantly lower endurance as you showed above.combat jumping also has extremely low end cost (.07 end/sec unenhanced) while maneuvers has large end cost (.39 end/sec unenhanced)
the end cost associated with the powers balances with the fact that one power is self only and one is team buff
I would of thought since all Maneuvers does is increase your defense and team mates while costing a heck of a lot more End. That it would be better (in that department 'Defense') than a power geared around travel, which helps in more areas and better at it while costing less. -
I completely understand the reasoning for picking one power over the other for concept reasons. Or if you are wanting to get Tactics to help Perception and maybe slot it with GFC. What I am asking is do people believe these two Defensive toggles are balanced. If so then why and if not what would make either or more balanced.
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There is a question that has been bothering me and I wanted to get a solid answer on. I know that the soft cap for Defense is set to 45%. Everything will have at least a 5% chance to hit you. What I am wanting to know is, if you were soft cap on your Defenses and strike the target with a Dark Melee attack (which provides a accuracy debuff I believe). Would the debuff matter? or could it drop the 5% lower?
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Quote:http://boards.cityofheroes.com/showthread.php?t=185167Anyways, there was a good post by someone where the importance and effects of soft cap were explained better than I did here.
This the post you were thinking of? -
That's pretty much the same with me. At the moment I'm still farming to gather the funds for my SS/SD Tanker, who is also sitting at level 42 right now. Overall he should do pretty well, least looks that way on paper. 47% Defenses for Melee/Range/AoE, as well as 47% Resistance for Smash/Lethal.
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I really like the way the build looks. I do have a question however. What is the damage output like with having all the attacks mostly slotted with level 30-35 enhancements/IO's?
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I feel like a kid at the candy store with these builds.
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Quote:My friend has a DM/SD scrapper and he's AWESOME!! It seems like he cant die and he's soul drain and shield charge seems to clear out the enemies quick. Well I want to be just like him. He would make recommendations for me but I think he doesn't want to see me at my full potential because he feels I won't need him anymore..(go figure)??
I die.. well sometimes. lol
To be honest I'd say don't worry about working with only 75mil. We're going to keep running those missions so the cash(and recipes) will consistently roll in. The one thing you would hate to happen is make a build spend your cash on it and then think or want to change it again down the road. Might as well build it more 'uber' and buy what you can as we go along. You can always just throw regular SO's in the empty spots until you can afford things.
Like I mentioned I don't know BS too well so the attacks are foreign to me. Which ones are good which are skippable etc. Worked on the build though for you and send it to you. I myself am still learning to does and don't for a lot of things.
Quote:I can be softcapped in defense (I still don't understand what that means fully, but reading up on it) and still have great dmg? I would sooo appreciate it.
No matter how high your Defenses get everything will always have at least a 5% chance to hit you. Under typical settings a Minion has a 50% chance to hit you. So the Soft-cap is 45%. Lieutenants under the same condition have a 62.5% chance to hit you, so to soft-cap against them is a little higher. Bosses have a 75% chance to hit you. For every level the creatures are above you they receive a +6.5% more to hit.
The Soft-cap is considered to be 45%, which makes you practically untouchable by Minions and Lts having a hard time at it too. I personally like to have my Defenses a little higher than 45 (about 1-2%) since we always run things at +2 or +3 level. -
Just got in so finishing dinner and then will be on. Don't worry about it being 10 my time, I'm usually on until 2 a.m. lol
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Nice. I like that build, but there is no way I can afford the PvP recipe. =(
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Quote:LOLI'll take you up on that. And I'll even try to be useful and not die and lay around on the floor for you to trip over.
Well I will be on tonight after 8pm central. So hit me up and we can get to work. My global is @Andferne
I run the stuff with my DM/SD Scrapper, Andy Steven Summers. -
I currently have a level 42 DM/Invuln but have put him on the shelf while I worked on other toons. I'm thinking about dusting him off though and giving it a go again. I have a few questions on its survivability with not having 45% defenses and (best I've seen) 70% Resistance.
Are the caps for Resistance the same Tankers? Or is 70 top notch.
S/L seems to be the Defenses to cap for this build, is it possible to get S/L/E/N/F/C all in that ball cap, or am I having to pick and choose? I've come to know Shields pretty well, so still learning to does and don't of Invulnerability. -
If by 'in range' you mean level. I run Rikti missions (+2/x8) nightly with my DM/SD Scrapper and you're more than welcome to join for some fast xp.
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I'd love to give a Hami raid a try. Depending on the time I got a few friends who I'm sure would love to join as well. Monday-Thursday I usually don't get on until after 8pm central and then am on well passed midnight most the time. Friday and Saturday I'm usually on earlier in the day and don't get on until after midnight. Sundays I get on 1-2 pm and on almost all day.
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I do everything at +2/x8, or higher and always keep Bosses/AVs on. Majority of the time fight against Pyschic using opponents. Also rarely ever touch Insps, normally don't even keep that tab open.
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Quote:You could always stock up on different Temp Powers for his Guns. The Revolver, plus Shotgun etc.Deadpool, to me, kinda falls in the Iron Man category. You can model half of his abilities with one AT, or the other half with a different AT. But you can't get it all in one place. If I play Deadpool I want to switch between guns and swords, ranged and melee, with equal efficiency in both. Plus the regen. Leaving out the guns just feels like I'm leaving out too much.
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