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Posts
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Quote:I thought of that, however, one of the major problems with spines is the speed of the animations. So you would need to have faster animations (closer to claws) to make it feel like a knife fight... One of the major problems with spines is the animations times are so much slower than any other set, something that really is calling for a fix. Poisoned Knives would be a way to make a spines-like set that was a little less annoying to play...And this is why I suggested in the Alternate Animation Request thread (yet no one backed up the idea) for a 'Knives' option for Spines. Because, principally, Spines *is* a poisoned dagger set that does lethal and toxic damage...it even lets you *throw* the daggers!
Hell, if they just gave you the custom option to do away with the body spines, I'd say it was close enough to a 'Poisoned Knives' set to satisfy my current Spines/DA concept which is the wielding and throwing of blades. -
I want a vorpal whip...
But seriously, I would like a poisoned dagger primary with lethal/toxic damage. Very stalkeresque, but unfortunately the game doesn't have any dagger primariesalthough we should have whips by next March or June...
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How would people feel about Build Up being standardized at Spines/Claws levels of 0.73, Assassin's Strike being standardized and Kinetic levels of 2.67 and Placate being standardized at the Dual Blades level of 1.43?
Would this sort of standardization, which would help Stalkers as a whole, be beneficial enough to overlook the cost of individuality from the different sets?
Also, does anyone think there would be an objection to Hidden status being on 3-4s countdown rather than 8s? -
I was just looking at examples where range or effective range for melee powers exceeded 7ft.
If 10ft already exists, then having AS as 10-12ft range would not make it a ranged attack. -
Smiling Joe,
I think that we can all agree that nobody would like AS to be converted into ranged. I was just suggesting a way that may be easier than actually shifting the stats.
That being said, there are PBAoEs with radii of 20 (Fire Sword Circle, Shield Charge, Lightning Rod, among others) and regular melee attacks with ranges up to 10 (Headsplitter, Golden Dragonfly, etc). They are not in the ranged damage category, it would be difficult to put AS with a range of 12 in said category.
I also like the idea of allowing AS in motion, although this may PO some non-stalker PVPers... having a motion threshold may be workable though. If you move less than say 5 during the cast you should be fine. This will compensate for drift and minions walking into you. -
I was just reading Smiling Joe's comments, and went over to look at what you could pull off by allowing sniping enhancements.
Range could be increased by a maximum of almost 60%, bringing it to 11.20.
Interrupt could be decreased to .91s.
Plus you would open up an interesting set of choices for procs, such as extra toxic damage (very thematically sound for a stalker), and disorient. As well as some nice set bonuses, 7.5% global recharge, Defensive buffs, etc.
An example. With a Sting of the Manticore set you would see:
End Cost: 9.73
Recharge: 10s
Range: 7.89
Accuracy: 132.9%
Interrupt: 1.33s
Damage: 281.92 +20% chance for 71.8 toxic damage
Compare to Makos:
End cost: 8.63
Recharge: 9.02
Range: 7
Accuracy: 149.6%
Interrupt: 2s
Damage 300.7 +20% chance for 71.8 lethal damage.
You get a little extra range, a huge decrease in interrupt, but you sacrifice some damage, accuracy and recharge. It is a balance, the difference is that we can choose how to balance...
However, you can already increase your range through Centriole Exposure I believe. Have to go check that in-game to be sure. -
My bad, I should have checked rather than relying on others comments.
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Quote:Rethinking... alright, how's this for a list that most people would agree on:1. no. If the goal is teaming this is the WRONG method. This will make teams boot us. If a fight starts and we run around the corner. Kick, gone, and not invited back. We need in-melee crits. This is where WoW's rogues have an advantage, all they need is to be behind someone. You can do this in a big fight. Breaking LOS means we have to leave the fight. Great for solo, horrible for teams. horrible for our reputation.
Many alternates are better: using followup/parry as a model, make a placating attack for all primaries that we can work into our base attack chains. Make all tier-1 attacks grant the hidden status without breaking agro. Severely reduce the recharge on placate. Give aoe placates. Allow auto crits vs Mezzed enemies exactly as if hidden (presumably on a chance to crit rather than 100%). Add a flag for an enemy hit by an ally with a melee attack, increased crit chance vs flagged enemies (easest mechanic is melee-range aura granting a power to allies melee attacks, power gives debuff to enemy).
All of these allow us to fight in melee without pissing off the team. Nothing should be changed that will give us a reason to piss off our team (except via us doing more damage than them heh).
2. no. hidden is fine, though a reduction to 5 or 4.5 seconds would be nice, it is ok currently.
3. ok
4. -regen is not useful at all except vs AVs and GMs. -Res much more helpful for burst damage. Even once a freak boss has hit a heal power, they don't regen much. -5% or -10% res would give better burst damage under all circumstances except AV fights and would be comparable even then.
1. yes, equal to scrapper and brute please.
2. yes, slightly better range.
3. No. Reduce? Ok. Remove? No. Just no. Not even worth discussing.
1) Decrease the cooldown on hidden status to 3-4s.
2) Decrease the recharge on AS and Pl
3) Reduce interrupt on AS
4) -Res proc in AS (-10 to -20 for 10s)
5) BU should be brought to or beyond Scrapper levels
6) Increase range on group buff
Ideas I would be interested in feedback on:
1) AS specialization (having different effects and/or recharge and activation times for different sets)
2) Allowing AS to take sniper enhancements (this is a workaround for interrupt reduction)
3) Making Ninjitsu's Smoke Flash work like an AoE Placate rather than placate and wait -
The one big difference, you're less likely to eat pavement as a dom...
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Recharge is low (don't think you want to keep popping Kick to get that proc to hit) as well as regen. AoE Def is a little low too.
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I don't know if you need Hasten or Stealth for this build. I personally do not like Focused Burst either, but some people like it. meh.
Not sure about Caltrops, I've got to look into the fear, never heard that before. But Smoke Flash? Skipping your AoE placate? Skipping the power that lets you pull off four AS in the first half a minute of a fight? That I have to really question.
Anyways, Those are my thoughts. -
Chaos_Reaver,
I definitely need to get more play time... I like your build, but was wondering what problems you were running into with this build...
Also, my build has soft-capped psy defense, although I did use some of the damage purples, I could replace them and still have perma-hasten... just have a couple of bil spread out between toons and thought this would be a good build to dump them into -
Looking at a very similar build. With Elec Control's Conductive Aura you are going to want to stay in melee as much as possible.
My two cents, Telekinetic Thrust for those mobs that have Psy resistance, and Elec doesn't have high damage. I went with Jolting chain over Chain Fences because they offer more mitigation, although they do a little less damage.
With Conductive Aura and Drain Psyche, plus the -rech procs, you will have very little strong control, but a very effective form of soft control...
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Electric Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Villain Profile:
Level 1: Tesla Cage -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(3), UbrkCons-Acc/Rchg(3), UbrkCons-Acc/Hold/Rchg(5), UbrkCons-Hold/Rchg(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/EndRdx(7), Decim-Acc/Dmg(15), Decim-Acc/EndRdx/Rchg(46), Decim-Dmg/Rchg(46)
Level 2: Mind Probe -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(42), Hectmb-Acc/Rchg(42), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Dmg/Rchg(43), Hectmb-Dmg(43)
Level 4: Telekinetic Thrust -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/Rchg(45)
Level 6: Jolting Chain -- Decim-Build%(A), Dev'n-Hold%(7), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg(40)
Level 8: Conductive Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(11), Efficacy-EndMod/Acc(11), Efficacy-EndMod/EndRdx(13)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 12: Static Field -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(19), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(25), FtnHyp-Plct%(31)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Boxing -- Empty(A)
Level 18: Paralyzing Blast -- BasGaze-Slow%(A), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(37)
Level 20: Drain Psyche -- Numna-Heal/EndRdx/Rchg(A), Numna-Regen/Rcvry+(21), Numna-Heal/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(25)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(50)
Level 24: Weave -- LkGmblr-Rchg+(A)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(29), CoPers-Conf%(31)
Level 28: Maneuvers -- LkGmblr-Rchg+(A)
Level 30: Tactics -- GSFC-Build%(A)
Level 32: Gremlins -- ExRmnt-+Res(Pets)(A), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(34), S'bndAl-Dmg(34)
Level 35: Psionic Lance -- Mantic-Dam%(A), Mantic-Acc/Dmg(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/EndRdx/Rchg(36), Mantic-Dmg/ActRdx/Rchg(37)
Level 38: Psychic Shockwave -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/Rchg(40)
Level 41: Link Minds -- LkGmblr-Rchg+(A), HO:Membr(46)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(50)
Level 47: Mind Over Body -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(48), GA-3defTpProc(48), Aegis-ResDam/EndRdx(48), Aegis-ResDam/EndRdx/Rchg(50)
Level 49: Super Speed -- Zephyr-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
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Quote:I would go with Psi for the damage type and Drain Psyche...Jolting Chain has an 8 second cooldown, saps the targets end, and has a 50% chance of -100% recovery. The knockdown is nice and the chaining over minions is cool. If it misses its really no big deal because it recharges fast. Synaptic Overload is a chain confuse and has 8 seconds of -recovery. Awesome! Combined with conductive aura and other sapping powers any single target boss or AV loses endurance very fast... I love it.
What do you guys think would be the better dom for pve/pvp(lol). Elec/elec or elec/psy dom? -
I think one of the concepts between the new Praetoria missions was the desire to make situations that required different methods. There's the Zowies mish where you hit on your contact's GF, there's a mish where, if you run it right, has no enemies.
The original intent of the excessive ambushes was not to give you something to kill, it was to give you motivation to run...
Unfortunately, the motivation is often too deadly to deal with even if you choose to run. -
Should AS be able to be slotted with Sniper Enhancements? It is a sniping attack, and all other snipes can have their interrupt mitigated, except for AS.
8s is a pretty long timer...
As for my proposed AS fix of lowering non-crit damage, it is a compromise. AS has limited use outside the first strike. Decreasing cast time while decreasing non-crit damage will make it balanced yet viable, while maintaining crit damage at the same as it currently stands will not break balance but will allow it to continue its current level of usefulness.
As far as the -regen proc. It is less about team AV fights and more about solo AV fights.
Stalkers can already be valuable members of AV team, even if some idiot non-stalkers don't think so, but the difficulty the -regen proc is meant to address is solo-AV fighting.
I also proposed some interesting ideas on how to differentiate AS between different sets a dozen or so posts ago. Take a look. -
Quote:Breaking LoS already decreases the time it takes to regain hidden status, the problem is that the time to regain hidden status is too long.Lol you think that's that then?
Yeah, for those changes:
-Linking Line of Sight to gaining Hidden status isn't possible with the game's engine.
-Aggro already doesn't break hidden status...only taking damage does. And stopping you from loosing hidden status after being attacked is broken and unfair.
-Not going to touch AS and Placate cast times...honestly, if it can be balanced to shorten it without taking away anything it already has, then more power to ya...but you're most likely going to have to give something up for this.
-Adding -regen as a chance for AS is plain useless. Even with an 'always' chance, such a debuff is only useful in 1 situation.
The best you can do is just keep talking, chatting and computing changes and running them by a dev (although if they're indeed reading the thread, then that's unnecessary). If you keep bumping the thread, the devs will know it's a topic of interest and importance and will more likely take notice. Brainstorming more ideas gives you a better chance you won't get hackney changes like the above in place of actual good ones.
Taking damage breaks hidden status, but there is a problem with mobs, especially in ambushes, attacking you while you are stealthed, thus making it difficult to get your crits in.
placate time should not be a balance problem. With AS there are two ways to fix it, allow sniping procs (to help control interrupt time) or decrease the cast time by about a third of a second and interrupt time by a second while decreasing base damage but maintaining crit from hidden damage. This would maintain utility while making it viable in the scrapping portion of the fight.
While the -regen proc would be useless outside of fighting AVs, it is almost necessary to maintain Stalker character while allowing AV fighting. It's only useful in one situation, but in that one situation it is so useful that it is worth asking for.
I just wanted to know the state of what people agree we should ask for and what we should continue to discuss in order to organize the dialogue in the most constructive way.
Personally, I would like to see some specialization based on set for AS, allowing AS to have Sniper procs, and decreasing the time it takes to hide. The -regen proc is also something that I think is needed, but that's because for Solo players, AVs can be tough for Stalkers. -
Check, are we all in agreement on the following points?
1) once you break LoS, you should be hidden
2) aggro should not break hidden
3) AS and Placate need to have shorter cast times
4) a -regen proc needs to be added to AS (to allow both burst damage and AV killing capabilities)
most seem to agree with the following
1) increase BU buff
2) improve group buff (range and/or value)
3) removing interrupt time from AS
does that sum up the state of affairs? -
Necrotizing makes a good point about Assassin's Strike, although I would go a different way with it.
Assassin's Strike is essentially a cookie-cutter attack, 7/10 have the exact same cast times, all of them have the same interrupt and recharge times.
I would recommend that they have secondary effects,
Broad Sword > -10% Def (10s)
Claws > Placate
Dark Melee > -11.3% to hit (10s)
Dual Blades > Already part of two combos, this is already acceptable.
Electric Melee > -10% Endurance -100% Recovery (6s)
Energy Melee > Mag 3 Stun (11.9s)
Kinetic Melee > -17% damage (10s)
Martial Arts > Knockdown
Ninja Blade > -10% Def (10s)
Spines > AoE DoT (Toxic), -Rech, Slow
In principle Broad Sword, Ninja Blade, Martial Arts and Spines should have cast times of around 3s, Dark Melee, Electric Melee and Energy Melee around 2.67, Claws, Dual Blades and Kinetic Melee around 2.33s. With an Interrupt of 1-1.5s except for Claws which should have no interrupt. Recharge times should stay 15s for Broad Sword and Ninja Blade, be dropped to 12s for Martial Arts, Spines, Dark Melee and Energy Melee, and dropped to 10s for Dual Blades and Kinetic Melee and be dropped to 5s for Claws.
That would add flavor to the different sets that is much needed, given that Build Up and Placate would be difficult to modify in a meaningful way. -
1) Stalkers rely on stealth as defense:
a) Once you are hidden you should have zero aggro
b) Hidden status needs to be online with 2-3s out of line of site of aggroed mobs
c) Placate should be an AoE
2) Stalkers are damage dealers:
a) They need to have equivalent or better damage to the higher Def/Res Scrappers
b) Burst damage should be their mainstay, but they need have sufficient sustained DPS that they are not overlooked by TFs
c) Burst damage should be fast, the animation/interrupt times on Build Up and Assassin's Strike are a tad long
3) Stalkers are sneaky:
a) Stalkers need to be faster when stealthed (movement buff in hide please).
b) Clicking a glowie should have a chance per second of taking them out of hiding, or a stealth debuff, it should not automatically remove them from stealth
c) Ambushes need to be ditchable (see 1a and 1b) and have a chance to spot rather than auto-spot
That's the way I see it, and while it incorporates some of what was said prior, I want to reiterate that Stealth should be our mainstay, and as such there need to be some game-mechanic changes that allow Stalkers to be Stalkers. -
Sorry, I haven't run much Dark Armor, so I was unaware of that weakness in the set (KB prot).
So, I dropped two Aegis out of Dark Embrace, added a KB Prot proc there and one in Murky Cloud. I also took Smersh's advice on Death Shroud.
Just a note, this was not a definitive build, this is just something I threw together in five minutes to roughly give you an idea of what you might want to do, where you might want to head and why I felt that going for positional rather than damage defense was the way to go.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Pitch: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(27), Mako-Dmg/Rchg(27), Mako-Dmg/EndRdx(31), Mako-Acc/Dmg(33), Mako-Acc/EndRdx/Rchg(33)
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(3), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(45)
Level 2: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Dmg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(45)
Level 6: Touch of Fear -- Abys-Dam%(A)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
Level 10: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/Rchg(46), Aegis-Psi/Status(48), S'fstPrt-ResKB(50)
Level 12: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(13)
Level 14: Swift -- Run-I(A)
Level 16: Dark Regeneration -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg(43), Theft-+End%(43)
Level 18: Dark Consumption -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(23)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 28: Cloak of Fear -- Abys-Dam%(A), DarkWD-Slow%(29), Cloud-%Dam(29), Cloud-Acc/EndRdx/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg(42), Mako-Dmg/Rchg(42), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(43)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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What I'm looking at now is dropping Maneuvers as an actual power and just using it as a mule for LotG. This will help a lot with Endurance, although you will lose some Def.
This will free up slots for Kismet and Karma in Cloak of Darkness.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Pitch: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(27), Mako-Dmg/Rchg(27), Mako-Dmg/EndRdx(31), Mako-Acc/Dmg(33), Mako-Acc/EndRdx/Rchg(33)
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(3), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-ResDam(45)
Level 2: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Dmg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21)
Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(45), M'Strk-Dmg/EndRdx/Rchg(45)
Level 6: Touch of Fear -- Abys-Dam%(A)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
Level 10: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/Rchg(46), Aegis-Psi/Status(48), S'fstPrt-ResKB(50)
Level 12: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(13)
Level 14: Swift -- Run-I(A)
Level 16: Dark Regeneration -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Dmg(43), Theft-+End%(43)
Level 18: Dark Consumption -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46), Krma-ResKB(50), Ksmt-ToHit+(50)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(23)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 28: Cloak of Fear -- Abys-Dam%(A), DarkWD-Slow%(29), Cloud-%Dam(29), Cloud-Acc/EndRdx/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg(42), Mako-Dmg/Rchg(42), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(43)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Quote:Given that you are the datagod of CoH, knowing the numbers better than the devs themselves and having an entire time system named after you, I will accept your statement, and accept that I incorrectly remembered the events wherein Kheldian attacks were completing recharge before the power was finished casting.Going back and looking at old data I have, I am quite certain that powers have always recharged after cast time has expired, never at the moment the power is cast. I can cover in various ways most of the existence of the game from late 2004 to mid 2009 with actual hard data, and not anecdotes (I have a variety of measurements of various things throughout that period of time which either directly measure power recharge or indirectly would show evidence of a change to how recharge works).
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One more shift, in Dark Regen, drop the oblits, throw in sciroccos and a Theft of Essence
Not good for D, but essential given the end cost of dark regen in a end-hog build -
Keep in mind that with Cloak of Fear running you have backdoor soft-capped your Melee (okay, you need to hit them once plus use cloak of fear) and you are sitting pretty...
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I'm generally more comfortable with positional defenses... I threw together a quick example of what I might do, keeping it fairly cheap, cheaper than going for KCs, which are insanely expensive while at the same time costing you DPS...
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Pitch: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Dark Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(27), Mako-Dmg/Rchg(27), Mako-Dmg/EndRdx(31), Mako-Acc/Dmg(33), Mako-Acc/EndRdx/Rchg(33)
Level 1: Dark Embrace -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx(3), Aegis-ResDam/EndRdx/Rchg(5), Aegis-EndRdx/Rchg(45), Aegis-ResDam/Rchg(50)
Level 2: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-Dmg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21)
Level 4: Death Shroud -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 6: Touch of Fear -- Abys-Dam%(A)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
Level 10: Murky Cloud -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx/Rchg(11), Aegis-ResDam/Rchg(46), Aegis-Psi/Status(48)
Level 12: Obsidian Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam(13)
Level 14: Swift -- Run-I(A)
Level 16: Dark Regeneration -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg(34), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
Level 18: Dark Consumption -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(23)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Acc(25)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 28: Cloak of Fear -- Abys-Dam%(A), DarkWD-Slow%(29), Cloud-%Dam(29), Cloud-Acc/EndRdx/Rchg(31), Cloud-ToHitDeb/EndRdx/Rchg(31)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg(42), Mako-Dmg/Rchg(42), Mako-Dmg/EndRdx(42), Mako-Acc/EndRdx/Rchg(43)
Level 35: Boxing -- Empty(A)
Level 38: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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