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Posts
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So, I was reading some posts here, and a few times I saw references to 100-Billionaires. If I understand the limits correctly, we can only have 2 Billion Inf. on any 1 character at a time, right? So, if someone actually has this much Inf., do they have 50 alts each capped, or is their in-game mail full of $2 Billion e-mails to themselves?
When transactions happen for items over 2 Billion, like Gladiator 3% Defs, how do those work? Do you do 2 trades, for 1 billion and 1.X billion, or what?
Thanks for any info/clarification... -
Quote:They also likely wanted to vary the mechanics of the sets early on, since there were fewer. And since IH was a toggle at launch, it didn't need this type of structure. I think it would benefit from it now, although I don't really have major problems with the set as-is, especially given the upcoming tweak to Revive (not that it is a big deal, but it will be nice).Well, RttC didn't exist at launch, but the scaling-buff-per-nearby-enemy has been around since always, in Invincibility. That doesn't mean the early devs definitely decided not to use it for Regen, though; they may have just not thought about it much at all. When designing all the original powersets at once, they probably didn't have the luxury of thinking through each one as carefully as they do when they release individual powersets now.
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I read somewhere that i22 is going to add 15 seconds of untouchability to Revive! At least that is something to address one of the most lacking powers in the set.
I think Fast Healing should just add the same mechanic as RttC, and boost overall regen based on how many foes are nearby. That mechanic is already in the game, so it wouldn't take a major change. I'd be willing to be that if the set was developed now, it would work that way. It's only not included now because the set was developed before that mechanic was added to the game (afaik). -
Quote:Rebirth fits VERY well with Regen. It's like a combo Reconstruction+IH that is up about as often, and also helps the team when you are in one.Maybe overkill, but im going to Destiny slot for Rebirth. Sounds to me like an extra regen power that'll fit nicely in my build.
I've never played MA, so I'm not sure about recharge/attack chain, but Regen works best, IME, with Spiritual. The +Rech helps keep as many of your survival tools available as often as possible, in additional to keeping offensive powers up faster, too. The secondary effect of +heal is nice, too, obviously.
I would NEVER want a 15 second-duration power on perma, because your entire game experience will be clicking that power over and over and over... In general, with Shadow Meld, it lasts 15 seconds, then has about a 25-35 second down time depending on your +Recharge (mine is up every 40 seconds, so it's downtime is 25 sec). I usually pop Shadow Meld before I dive in to a group, then either Rebirth/IH or MoG (if there are annoying mobs like Sappers/Mu's). Once they are done, SM is up again, followed by the others again, if anything is left standing. -
I've been considering making a Dominator recently, and the comments in thread have convinced me! I think I'll wait for the new Dark Sets, as they match a char concept that has been in the back of my mind for a while.
For another option for the OP, I've been playing my Peacebringer as Human only, which is a nice mix of Melee and Range. A bit annoying early on, but once you get LF, you can pump out some serious ST and AoE dmg and live through a LOT. -
Drop Shadow Maul. The slow animation kills your attack chain. When you get to mid- and high-lvls you can easily run Smite --> Midnight Grasp --> Siphon Life (or some combo of those 3 in another order if you prefer). I guess it is ok while leveling, but when you respec, I think you'll be very happy getting rid of it.
If you don't mind cycling through alignments to get access to the Patron Pools, check out Soul Mastery as well. Shadow Meld is well-known as a great ability, but I really love Dark Blast as well. I use it as my 4th power, when needed, and it is great to have a solid dmg, fast ranged attack.
EDIT: And I agree with the poster above, keep Touch of Fear. It's a great ability, especially if you plan to solo large groups (great to keep that pesky extra Sapper or Mu Lt. cowering in the corner for the whole fight). You can also double-tap bosses with it to shelve them as well. The Glimpse of Fear set has nice bonuses, too, if you decide to 5-slot the power (I did and don't regret it at all). -
Even without Hami-Os back in the days of IH-toggle I was able to solo every AV in the game, iirc (there may have been 1 or 2 I couldn't kill, but I could fight any one of them indefinitely). While I absolutely loved it, I have to admit that it was insanely OPed.
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That is correct. Coalition Chat was added after CoH launched. For the first year or so, all you got was SG Chat.
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Quote:Yes, this.Dunno if that would be OP or not, but it's an interesting suggestion.
IMHO though, I'd rather the rez be given an Untouchable status like other rez powers.
I have discovered that I can usually use my Eye of the Magus right after the rez and it actually fires and gives me time to get up and re-toggle. Anything else I try, and as Hopeling mentioned above, I am dead again before the animation is over. -
Not sure I see the point in listing all of the changes to the set that happened 4+ years ago, but I am always up for a good /Regen discussion.
I see the difference between Regen and WP as a matter of play style. WP is a set and forget set that does what it does so you don't have to. Regen gives you tools to do a little bit of everything, and you have to choose what to use and when. A good player with a good build can get a LOT out of Regen and do some amazing things, it just takes a little more focus and attention to what is going around (and to) you.
Don't be misled by the name of the set. Regen is not just about always healing really fast. It is about using a pretty deep set of reactive tools to adapt to situations as the develop. -
shadow meld, as far as I know, cannot be permanent (nor would you want it to, since it lasts only 15 seconds). However, it will be up every 40 seconds or so, so between that, Moment of Glory, Instant Healing, and Rebirth or Barrier Destiny, you never have to sit at base defense/healing. You can pretty much always run with either a Regen or def boost (a considerable one).
I love Soul Mastery, and use 3 powers from the pool. Dark Blast is a good, fast range ability that debuffs and does good dmg, Soul Storm is a nice DoT ST hold, and of course Shadow Meld is the jewel of the group. I highly recommend this pool.
I am DM/Regen, so I have only 1 AoE, and it doesn't bother me at all. Add in a judgement incarnate ability, and I can still blow up every other group of mobs while solo-ing. Even without, you'll kill single targets fast enough to not worry too much about the lack of AoE. Just my opinion and play style, though, make sure you focus on fun rather than min/maxing. -
Quote:Thanks for the feedback! I do use Touch of Fear, actually, quite a bit. I probably don't have to, but in spawns when I have 2 or 3 bosses, I like to double-stack fear on one and watch him cower in the corner while I beat up his friends. I solo a lot at +3/4 x 6/7, so it helps to have a mini-hold (especially on multi-sapper groups, too).Xyzor,
I am not sure if you actually use Touch of Fear as a fear power or just using it to hold a 6.25% recharge bonus, but if you are using it for the latter, you could switch the 5 Glimpse for 4 Clouded Senses and gain a slot.
I am sure more veteran builders will have other counsel for you. I split up my playtime among more toons, and I prefer positional building, so my DM/Reg/Soul went in a different direction. Like what you did, though.
The current spec that I posted, and will probably put in place tonight or tomorrow, actually came to mind when I got 2 glimpse of fear patterns from a random recipe roll from a Hero merit. I though, if I was going to put some slots into ToF, I may as well add some defense to my build, too (it currently sits at a paltry 10% for S/L/Melee). -
So, I've played around with my build (my ideal build, I am still amassing some of the purples) based on a few posts here, most specifically John_Printemps posted build. I was able to keep some of my vanity picks (Revive, Soul Storm), while keep S/L at 32.4% and melee at 25%. My resist are a bit higher, too, and I squeezed out a little more regen (754% pre-clicky) and a bit more +recovery (230% compared to 211%, which is good because I use .13 more - the difference is about .15/sec in favor of my build). Hasten is perma, and I was able to boost the Recharge to just over 161%.
It's certainly an expensive build, but Xyzor is my main, and I play him 80% of the time, so I am willing to put in the time/$$ needed to max him out. Please let me know what you think:
Hero Plan by Mids' Hero Designer 1.953
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 -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Acc/Dmg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), Heal-I(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 -- C'ngImp-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(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 50: Void Core Judgement
Level 50: Cimeroran Ally
Level 50: Rebirth Invocation
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
Level 50: Cognitive Radial Flawless Interface
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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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You can also use these to save some slots. Instead of 3 50 EndMod IOs in Stamina, for example, you could use 2 50+5 and save that third slot. You'd have less overall performance from the slots, but they would likely be a much more efficient use of the slots and enhancements (someone more knowledgeable than I am can fill in the math on this example if they feel like it).
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You know what is worth mentioning, though, is that the play style is VERY different than it was back in the day. Not sure how long ago you played your DM/Regen, but I had left around Issue #3 and came back right around #21.5. Originally, Regen was very much a set-and-forget toggle-heavy Power Set. Now it is the exact opposite. Your heals and defensive powers are largely reactive clicks.
I think good players see better rewards now, but you have to pay a bit more attention (only in really high-end content, though - you can still cut through regular content easily with anything even approaching a good build). -
I play a DM/Regen Scrapper on Freedom. He was my main forever, and since I recently came back about 2 months ago I've re-built and re-learned how to play him. I cannot vouch for the combo as a Brute, though I would imagine its quite good, but as a Scrapper, I LOVE it. Very solid single target DPS and am pretty unstoppable.
I don't think you can go wrong either way, though if you wanted to tank, I think the single-target focus of DM might be a bit lacking.
The answer to your main question, though, is yes, this is still a fun combo. -
Does it matter which slot a +proc IO is in? For example, if I have 2 slots in Stamina until lvl 40, then add a third slot, which I put a +End Perf. Shifter in, then exemp down to lvl 20, will it still function? Do individual slots deactivate based on your exemp level?
Or does exemplaring not work that way with slot deactivation?
This is a bit of a tangent, but something I'd wondered about before but never bothered to ask or test... -
Quote:This is the distinction I was looking for, thanks. So, procs (DMG, +End, etc) never stop working, but special bonuses (LoTG +Recharge, Steadfast +Def, etc) do. Good to know!Procs that go off (or have a chance to go off) when a power is clicked or continuously on (through toggling on or being auto-on) will always fire with the power regardless of its level.
Global Bonuses from IO Sets, or Special Single IOs that act like Global Bonuses (e.g. Luck of the Gambler:+Rech) always work even when the power is not firing or even when the power is greyed out unless you go more than 3 levels lower than the level of the IO. -
Is this accurate? If you have a lvl 50 IO slotted and you exemp down below 47, does the proc and/or bonuses still work? If so, why do people love the low-lvl ones so much (other than being able to use them as they lvl)?
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Have you considered Soul Mastery from the Patron Pools? It has a snipe attack, a very nice ST range blast (basically the DM T2 attack in range form), a DoT Hold, and, of course, Shadow Meld. They are all single target powers, but will give you some nice range versatility.
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Quote:My thoughts were to have a DPS build and a Tank build. I would have to invest a ton of time and inf into this char if I go that route, and I am not sure I will, but I like the idea of it, at least.Well my most recent build is softcapped to all damage except Psi which is at 35.2%. If you want to remove a power for Taunt, not sure how it would work out.
But to answer your question, yes EA anything can Tank. Dark Melee however is very single target oriented. You do use the Power Soul Drain for a Dam/Acc buff which causes damage and has an AOE feel to it but other than that I have Dark obliteration and the cone Shadow Maul and the long recharging Void Judgement so it might not be enough AOE for you.
If you are looking for good of AOE go Super Strength/EA , Stone/EA or Fire melee/EA. Either way it can Tank...but not until lvl 35 really when it gets its heal.
My advice if you roll DM..forget Taunt and play like a heavy scrapper and only Tank when you need to .
I loathe Shadow Maul as a power, btw. The animation is SO long... -
Can you tank effectively with Poweset combo? I have a DM/Regen scrapper that I love, but would like to tank sometimes, too (I almost could on him, but would prefer a more traditional tanking AT). I'd like to have a solo build and a tanking build with a DM/EA Brute, but want to make sure DM is not too single-target heavy to be effective for a sometimes-tank.
I'm also a bit worried about getting sick of the DM Poweset, but I love the debuffs it provides, and it fits well with my char concept.
Thoughts on tankability of this combo? -
Quote:Oh yeah, didn't pay a lot of attention to slotting when I looked at the build the first time. MG is your best attack, and the immob is only slightly helpful. The dmg from that ability is more important that any set bonuses you might be getting.Not slotting MG for dmg makes me sad. It's an attack, slot it for dmg.
Quote:Originally Posted by viper_kinjiYou can slot Armaggeddon in Soul Drain.
From the powers you have now, it seems like you enjoy using some control powers (so do I) and not just sitting in the middle of mobs soaking up dmg. To that end, re-think taking Touch of Fear. The recharge is VERY short, it has a significant -ToHit Debuff, lasts a while, even with just the base slot, and can be easily stacked on bosses+. Soul Storm is great, too, but even with a ton of recharge, it is tough to stack it for chain holds on bosses. If you get a group with 2 bosses, it is great to be able to drop a couple of quick fears on one and watch him cower in the corner while you kick the crap out of his buddy. Multi-Sapper groups are fun, too, to be able to Hold one from range with SS, then rush in and fear the other. For single target attacks, you can also roll ToF into your attack chain to slow/disrupt a Boss's attack chain (it will only hit you as often as you hit it, for far fewer attacks and solid dmg mitigation in boss and elite boss fights - I find this an awesome tool for solo content). Definitely a playstyle/luxury pick, but ToF is massively underrated power in the DM set, IMHO. -
Yeah, it would be like if your mind caused your hands to raise up and hit someone. Oh wait!