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I'm also debating between these two and fighting the urge to go Staff/Regen (I already have a DM/Regen Scrapper).
From what I've read, I'm leaning toward EA for the general utility/survivability. In my mind, though, some kind of Lightning Rod concept seems super cool.
Have a Staff/WP on Beta, and love Staff Fighting. Fast, fun, easy on the Blue Bar, lots of AoE madness! WP is boring, though I understand the draw for people who don;t want to actively focus on their secondary set. -
It's yet another weapons set, but Staff Fighting also has a power that grants +Def. Not what you were looking for, I know, but thought it was worth mentioning (in case it ever actually gets released).
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In that case, you could drop (if you are willing to lose the AA set bonuses) all of the slots form Boxing and add them as proc slots for some of your attacks that only have 4-5 slots in them.
Just a suggestion, I am sure you know more about Fire/ than I do, since I've never played one past lvl 30. -
Is Boxing used, or just a set mule? If it's a mule, I'd drop a slot from it and use Kinetic Combats for the S/L Def. I know its a big chunk of +Rech to give up, but you'll benefit from the +Def a lot, and it frees up a slot for use somewhere else.
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Quote:I agree with this about 95%. Dull Pain is worth hitting before you enter combat, IMO, because it caps your HP and therefore increases your Regen. If you take Rebirth, you have an even-more-uber in-combat survival tool (heal + Regen). With regen, it is hard to find a better path than getting the Soul Patron Pool for Shadow Meld. That way you can mini-MoG (Shadow Meld) before you go in, and still have MoG in your pocket.I don't recommend Moment of Glory before a spawn, even if I consider it an alpha eater. I recommend jumping in, getting badly hurt, THEN hitting Moment of Glory. If you're going to be able to survive the spawn at all, and you have good regeneration, chances are good that during those 15 seconds, you're going to heal back to full. Meanwhile, the guy that hit it before jumping in has already had it drop and is eating damage again.
It's pretty much the same point as can be made with Dull Pain. Get hurt first, then click the uber power that takes you back to full.
Timing is an issue, of course, but then, that's the whole Regen secondary.
For what it's worth, 2-slotting Hasten and boosting the first IO to +5 should be enough to perma-hasten if you good set bonuses to go along with it. You can even boost the second to +2 without the boosters being wasted.
For defense, you could split the Scrapper ATO 3 and 3 and get 10% S/L. I prefer the 10% recharge bonus myself with a couple Kinetic Combats in other powers/mules, but its hard to argue with that much bang for your buck from the split set.
A few specific things about the new build you posted:
- Putting your regen/recovery procs in Health/Stamina is a slightly better approach. Wihtout getting math-heavy, their base boosts aren't as high, so your ROI on the Procs are better compared with enhancing the actual ability. You can even pull a few slots out of QR to make room in Health and Stam for them. You won't lose much from the 5-slot Perf shifter combo, and you can still get some minor bonuses from using 2 in Stam (EndMod and Proc).
- Slot Dark Blast as an attack, and if money is no object, 5-slot the Purple Ranged set (Apocalypse). Great +Rech bonus and solid dmg.
- Get Resilience earlier, and at least 2 slot it. This provides good layered defense, and IMO, will get you more utility than Assault at 35 or even Combat Jumping at 22. -
The combo of Shadow Meld/MoG along with IH/Rebirth is flat out awesome. You can always have at least 1, and often 2 huge dmg mitigation (either avoidance or mega-regen) abilities working at once. Because of the animation time, I prefer to lead-in with Shadow Meld, then pop MoG afterwards if my judgement isn't up. If I'm getting hit a lot for some reason, Rebirth/IH during the Gap, as Planet_J said. And there is always Reconstruction for when things are particularly tough (and, with DM, Siphon Life in your attack chain).
The set is very clicky, but you have so many survival tools, it is almost hard to get killed (End Drain and Complacency is about all that ever gets me nowadays).
I've never played TW, but I've played a couple SS toons, and I think the Knockdown would pair nicely with Regen for the most part. I also don't play weapon sets (other than Staff), so I also don't know how annoying redraw is, or how it would interfere with the clicky nature of Regen. -
I also posted this in the ???/Regen Thread, so this is likely unnecessary, but wanted to post it here for the OP, since I did say I would. I am really enjoying this so far...plenty of layered mitigation, solid attack chain, and a few fun toys as well. It's expensive, but inf. is pretty easy to come by these days.
The highlights, if you don't care to look over the whole build:
Perma-Hasten and DP
750% regen
230% Recovery
33.8% S/L Def and 31.6% S/L Resist
170+% Recharge
Hero Plan by Mids' Hero Designer 1.954
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), P'ngS'Fest-Dmg/Rchg(9), P'ngS'Fest-Acc/Dmg(9)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), RgnTis-Regen+(11)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), P'Shift-EndMod/Acc(15)
Level 6: Fly -- Winter-ResSlow(A)
Level 8: Siphon Life -- Hectmb-Dam%(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19), Dct'dW-Heal/EndRdx(21)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Hover -- Srng-EndRdx/Fly(A), LkGmblr-Rchg+(43)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(27), Mrcl-Rcvry+(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 -- ResDam-I(A), ResDam-I(40)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), GA-3defTpProc(31)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
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(A), Numna-Heal/EndRdx/Rchg(36), Numna-Heal/Rchg(36)
Level 30: Touch of Fear -- Abys-Fear/Rng(A), Abys-Acc/Fear/Rchg(42), Abys-EndRdx/Fear(45), Abys-Acc/EndRdx(48), Abys-Dam%(48)
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/EndRdx/Rchg(A), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 44: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(46), BasGaze-Acc/Hold(50), BasGaze-Acc/Rchg(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 49: Revive -- RechRdx-I(A)
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
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Knock%(34), KntkC'bat-Dmg/Rchg(36)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run -
I am excited for Staff as well. I am fighting the urge to pair it with Regen only because I play Regen all the time. I think I am going staff/ea, just for something different and because Regen is very clicky. Staff has a lot of nice fast attacks that I would rather be clicking, but the combo should still be great fun, enjoy!!!
For ***** and giggles, here is my current DM/Regen Build. It's expensive, but who cares...
The highlights, if you don't care to look over the whole build:
Perma-Hasten and DP
750% regen
230% Recovery
33.8% S/L Def and 31.6% S/L Resist
170+% Recharge
953,000% Own Face/Sexy
Hero Plan by Mids' Hero Designer 1.954
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), P'ngS'Fest-Dmg/Rchg(9), P'ngS'Fest-Acc/Dmg(9)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), RgnTis-Regen+(11)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), P'Shift-EndMod/Acc(15)
Level 6: Fly -- Winter-ResSlow(A)
Level 8: Siphon Life -- Hectmb-Dam%(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19), Dct'dW-Heal/EndRdx(21)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Hover -- Srng-EndRdx/Fly(A), LkGmblr-Rchg+(43)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(27), Mrcl-Rcvry+(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 -- ResDam-I(A), ResDam-I(40)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), GA-3defTpProc(31)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
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(A), Numna-Heal/EndRdx/Rchg(36), Numna-Heal/Rchg(36)
Level 30: Touch of Fear -- Abys-Fear/Rng(A), Abys-Acc/Fear/Rchg(42), Abys-EndRdx/Fear(45), Abys-Acc/EndRdx(48), Abys-Dam%(48)
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/EndRdx/Rchg(A), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 44: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(46), BasGaze-Acc/Hold(50), BasGaze-Acc/Rchg(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 49: Revive -- RechRdx-I(A)
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
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Knock%(34), KntkC'bat-Dmg/Rchg(36)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run -
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Never bothered. There's always something I want more.
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Dark Melee/Regen has nice symmetry. The -ToHit on just about everything gives your high +regen time to make up for any dmg, and Siphon Life, when franken-slotted, adds even more HPS without breaking your attack chain. DM is VERY ST-focused, so it will do exactly what you want.
With /Regen, Recharge is key. Slot for it like crazy, get Perma-Dull Pain and Perma-hasten. At higher levels, get some +Def, and you'll be very happy. Don't worry about slotting for +regen or +recovery, you'll end up with tons of both without really trying.
The Soul Patron Pool works well with this combo (Dark Blast, Shadow Meld), along with Rebirth Destiny.
If you decide to go this route, post here or PM me, I have lots of other little tips and tricks. I LOVE my DM/Regen - he's been my main for a very long time. -
Unless you maximize its targets EVERY time, you get more Damage Per Activation with your ST attacks, even in groups, than with SM.
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Shadow Maul's rooted animation time will get you killed more often than it will prove truly useful. MG > Siphon Life > Smite > (Boxing/Kick/Ancillary or Patron Pool Attack) is all you'll need in your attack chain.
DM/Regen does NOT need to build for recovery, you'll have all you need from QR, Stamina, and if you really want it, Dark Consumption.
You build for Recharge/Defense/Recharge/Recharge. -
So, I don't see many posts about it. Does it just completely suck or what?
I have a fun concept for a Staff/Electric Char. Sort of a Lightning Rod-type guy.
Anyone out there with strong opinions on it Pro or Con? Is it end-heavy? Squishy? Badass?
I'll probably try one on the Beta server, but I know I won't level him fast enough to get a real taste for it at mid- and high-levels. So, thanks for advice. -
In short, yes, it is. I LOVE my DM/Regen.
Probably worth consolidating this thread with this one, also new: http://boards.cityofheroes.com/showthread.php?t=286584 -
Read through this thread: http://boards.cityofheroes.com/showthread.php?t=281737
Here is a build I put together a while back: http://boards.cityofheroes.com/showthread.php?t=281140
I'll post my current build, which I am loving so far, when I get home.
General advice, though, is to build heavily for +Recharge. It is the DM/Regen's best friend. -
Quote:Say, huh, what?!? Are we talking about the same Shadow Meld? Granted, my DM/Regen is built heavily for Recharge, but Shadow Meld recharges FAST. I think in my standard build, it is up every 35-40 seconds. So, with 15 seconds of activation, it has around 30 seconds, tops, of down time. I;d have to open mids and check my math, and I can't right now, but I'm sure someone will correct me if I am wrong. In short, Shadow Meld is AWESOME. It is the main reason to get Soul Mastery.Im thinking of maybe taking shadow meld, so I can concentrate my other powers on increasing damage since I wont have an AoE power. Im wondering if its even worth taking, since the recharge is so long.
The second reason (and a close second, which I didn't realize until I tried it) is Dark Blast. Good dmg, very fast recharge, fits/stack with the -hit debuff secondary in DM. I use 4 attack powers, Smite, MG, SL and Dark Blast. Smite gathers dust quite a bit, but Dark Blast is just great. With enough recharge you can sit at range and spam it in situations where Melee range is bad. It takes out Runners fantastically, and can even help you pull in situations where that is helpful.
In short (too late), go darkside and get Soul. Get Shadow Meld and Dark Blast, slot them, and be happy. -
Quote:Hehe, glad you enjoyed thatI like how you took something I purposely didn't quote... and set it next to my statement out of context. Thanks for that.
Quote:The video was to promote the Issue release AND the series of Paragon Market releases after that release but in the same "cycle" of content that comes out pre-Issue 23. Simple as that. They have referred to this idea several times throughout different discussions.
Sorry, calling a TRAILER video "Issue 22: Death Incarnate" represents the content as being part of the release. There is no valid argument otherwise. It is not reasonable to expect viewers to know that 'in the past trailers have included shots from any content between the current release and the next release.'
The movie analogy works at a basic level because both Movies and Games use TRAILERS, which are promotional videos containing content from the upcoming movie/game. The short videos, promoting the contents of the upcoming release, show people what to expect from that release. This is an established practice for over 60 years of entertainment, so it is also unreasonable to think the viewer-base should have different expectations.
Now, I have seen movies that were missing scenes that were in trailers, and I know things change during the 'editing' process for both games and movies. This is why I don't think Paragon did anything wrong. But I still stand by, 100%, my argument that they, at least at some early level, allowed content to be released that represented Staff Fighting as part of i22. They may have made an effort to inform their customer base later that it wasn't going to be part of the release, but again, you cannot expect every customer to see every post they make, and the customers that did see those later statements have every right and expectation to feel disappointed.
Quote:I'd also like to comment that my overall "attitude" (if you can call it that), is not motivated solely by posts in this thread, but also those in similar threads on this topic as well as the overarching idea held by many players (not necessarily those here) that think in a very entitled way about content releases and what the Devs should be doing specifically to make them happy because "they pay for the game." -
Please don't take this as having a very defensive or combative tone, because I truly do not that feel that way. But for the sake of discussion, please consider the following:
Quote:http://www.youtube.com/watch?v=akUj6...1&feature=plcpwhen a company represents something as being part of an update (by, I don't know, showing those things in the trailer for the release)
Sorry, but putting action shots of a powerset in a Trailer Titled "Issue 22: Death Incarnate" IS representing that said content will be part of the referenced content issue. There is just no way around that. If you saw a movie trailer, and there was a shot of Bruce Willis, or some other highly recognizable actor, in the trailer, and then you saw the movie, even if his name wasn't used to sell that movie, and he never showed up, you might feel a little misled. His name might not have been in the credits, but you saw him in an official clip from the movie, so you are reasonable to expect him to be there. Imperfect analogy, maybe, but accurate enough to support my point.
Now, do I think it was intentional? Absolutely not. Do I think they did anything wrong? As stated earlier, absolutely not. Was I disappointed that it wasn't included in the actual release (or wasn't going to be, since i did find out a few days before launch)? Absolutely. Was I somehow incorrect or arrogant or selfish for feeling that way? ABSOLUTELY NOT.
Quote:Yes, but making such a post further feeds into the unwarranted expectations
I see nothing wrong with creating a post where people who are similarly disappointed can commiserate in that disappointment. There really wasn't a lot of dev-bashing, just shared opinions that we were all excited for that piece of content and really wished it had been included. -
I don't play on Virtue, I play on Freedom. So I should get things whenever I want, for FREE.
And sure, it is up to the devs to determine when new things will be released, but when the company represents something as being part of an update (by, I don't know, showing those things in the trailer for the release), in a game where a large portion of the playbase PAYS to play, they have a responsibility to deliver. I am not saying they did anything wrong in this case, but your post is a bit of a care-bear oversimplification of why some people were disappointed.
As an FYI - I started this thread not as a complaint (though I was obviously disappointed at the time), but as an expectation-manager for people here because even though I am fairly 'in the loop' on game developments, I didn't know until about 3 days before release that Staff and Beast Mastery weren't going to be included. I figured there were others in that same situation, and better they find out a bit early, instead of on launch day. -
Quote:This. Absolutely. I have a DM/Regen that I would love to tank with, but certainly wouldn't want to always generate aggro. Something like a Celerity +stealth, but for Taunt, in an IO, or even just a Taunt Aura Toggle added to the Presence Pool would be a decent option.I'd love to see scrappers get an optional taunt as a unique IO or in one of the Incarnate slots so high end scrappers could build towards that type of play, but I wouldn't want to see it added in to additional sets as a default.
And an added point here for those of you saying how terrible it would be for certain Powersets to have a Taunt aura, keep in mind that as long as it wasn't part of a 'must-have' power, you could always skip it for playstyle tailoring. -
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Just like the title says, I am curious as to where you more experienced Dominators are slotting your ATOs. ST hold? Wide Cone AoE? I figure something fast will be better, but wondering if it is well-suited to AoE or ST attacks/holds?
This is my first Dom (surprise, surprise), so I don't really know much about the AT, other than that it is pretty fun so far (still sub-20). -
Quote:Yeah, that is fair. I posted at the height of my disappointment, so there was a bit more venom in there than was really necessary. I work in the programming field as well, so I understand that things like this can happen. Doesn't make it any less frustrating when I am the one on the other side of the monitor, though!I'll bag on them when they deserve it but Staff Fighting and Beast Mastery weren't issue 22 items, they were a between 22 and 23 items.
Let's hope for a quick fix!