BlazingBlue

Legend
  • Posts

    114
  • Joined

  1. Quote:
    Originally Posted by Ignitros View Post
    I understand what you're talking about now. All things being said... How would you slot Death Shroud and Quills?

    I was thinking of slotting them like this:

    Level 18: Quills
    (A) HamiO:Nucleolus Exposure
    (19) HamiO:Nucleolus Exposure
    (19) HamiO:Microfilament Exposure
    (21) HamiO:Microfilament Exposure
    (39) HamiO:Microfilament Exposure


    Level 2: Death Shroud
    (A) HamiO:Nucleolus Exposure
    (3) HamiO:Nucleolus Exposure
    (3) HamiO:Nucleolus Exposure
    (5) Endurance Reduction IO: Level 50
    (5) Endurance Reduction IO: Level 50


    Any better ideas out there?
    Multi Strikes?

    Much cheaper, nice defense bonuses and probably gives around the same/slightly higher numbers. That's what I'd go for.

    Meh, this is my last post, bye! I'm leaving! I've finally got away lol :P
  2. BlazingBlue

    DB & AVs?

    Quote:
    Originally Posted by Umbral View Post
    You're forgetting that the 550 second endurance period was without any end redux. Getting the equivalent of a single end redux IO in each power (which is what most builds tend to manage on average) would reduce the costs down to 3.83 end/sec, which would give you 1.43 end/sec active endurance gain to play around with for additional toggles.
    Ahh, I misread. I stand corrected.
  3. BlazingBlue

    DB & AVs?

    Quote:
    Originally Posted by StrykerX View Post
    Maybe it's because DB can't be used with Shield and has lower mitigation than some other sets?
    Keep in mind, Dual Blades was introduced in i11 whereas Shield Defense was introduced in i13.
  4. BlazingBlue

    DB & AVs?

    Quote:
    Well, OK. Here's my Katana/Dark. As the sig says, "coming soon". I'm still assembling all the IOs, so I don't yet have any AVs under my belt, but it should be able to handle several at once. Main weakness is defense debuffs. It's not an AV-specific build, though. Too little DPS for it to go quickly, wasted AoE damage, wasted fear, and so on. Just a general-purpose build.
    Werner, what's your attack chain?

    EDIT: Forget about it, Stryker.
  5. BlazingBlue

    DB & AVs?

    Quote:
    Originally Posted by Umbral View Post
    And I know that the sacrifices aren't there, especially with the additional benefits of Physical Perfection. CP isn't nearly as necessary as you seem to be trying to make it, especially with the advent of Physical Perfection and the ability to super-slot the endurance recovery capabilities of the procs thanks to the presence of End Mod IOs within it.

    With Stamina (Perf Shifter proc, Perf Shifter End Mod, common End Mod), QR (same as Stamina), Physical Perfection (Numina proc, Miracle Proc, Perf Shifter proc, Perf Shifter End Mod, common End Mod), and the passive +end accolades, you will generate 5.26 end/sec. Running all of the */WP toggles, the Fighting pool, and CJ would cost 1.55 end/sec without any end redux slotting. The BF>AV attack string would cost another 3.91 end/sec. That's a total of 5.46 end/sec without any endurance reduction anywhere. You'd be able to run for ~550 seconds before you run out of endurance. With 150 DPS, that's more than enough time to defeat an AV (~30000 damage overcoming regeneration). Endurance consumption for DB/WP is not an issue any more, if it was ever a major issue before.
    To overall succeed in AV soloing, I disagree on skipping Conserve Power. Assuming 150 DPS, that's practically equivalent to soloing an AV (with no resistances) in 507 seconds (28272 / 507 + 94.24 = 150.003). Despite the remainder of 43 seconds, it's still deprived of the ability to solo other AV's with resistances.
  6. Brute = 850%
    Scrapper = 210% at level 1 – 500% at level 21+

    Here's the handy link...

    http://cityofheroes.wikia.com/wiki/Limits
  7. Quote:
    Originally Posted by Redlynne View Post
    It's only a "waste of a slot" if there's something else you could USE in a single slot Nova form power that's more valuable to you. End Reduction and End Modification are most definitely wasted in that slot, if single slotting. The only End Mod set IO you might want to put there is the Performance Shifter proc ... maybe.

    That leaves you with slotting Nova form with a simple common Fly IO ... or a Universal Travel proc, or a Stealth Proc ... or a To Hit Buff proc. Not exactly a whole lot of options.
    Lol, I really can't view 2.625% damage as something useful. Though, as PrincessDarkstar mentioned, some happily slot for +Damage buffs whereas others share my opinion of them usually being a waste. I agree on there being a confined variety of options, but I'd prefer to travel slightly faster when compared to the (on average) 2.625% damage buff, especially for large outdoor mission areas.
  8. Quote:
    Originally Posted by PrincessDarkstar View Post
    This (At least now that I remember the last time we had this kind of thread).

    Although a lot of the time it will proc outside of combat, over a sustained period of time you will be getting a 2.5% damage increase. Some people slot for +dam and think it is worth it, some don't.
    On average, .05 * 5.25 / 10 * 100 = 2.625% +Damage to all powers.
    In my opinion, it's a waste of a slot.
  9. Quote:
    Thanks a million guys, that helps me alot, ya umbral your right about having to have the skill in Regen, and I just don't have it yet. Maybe some day i'll roll a dm/regen. Anyway, so i'm gonna go with dm/invuln. Thanks for the awesome feedback guys. It was really helpful. Oh btw, could you guys explain to me soft cap? like i said before i'm not used to the numbers, but i would like to get familiar with em. If you could suggest a guide or something that would be awesome. Thanks a million guys!!!
    The defense softcap is where you've reached 45% defense. At this point, any attack from an enemy that isn't 5 levels above you or have some form of ToHit will have their chance to hit at the minimum (which differs from the con of your enemy - minions have a 5% chance to hit you when at the softcap, for example).
  10. BlazingBlue

    Is it possible?

    Quote:
    Originally Posted by DaveMebs View Post
    Well the first thing I noticed is that you took superspeed at lvl 6. I guess it's a bug with mids. With a regen, you don't really want to go for defense. It's best to go for recharge, although that will require a bit more focus. Also, unless you really love having a rez, I wouldn't bother taking it. Replace it with a power that will keep you from dying.

    Also, be sure to take hasten.
    Nah, it's not a bug. Mids' is including the 60 month veteran reward; access to tier 1, 2 and 3 pool powers at lvl 6.

    Defense and recharge are the two most fundamental aspects for /Regen. For general PvE play, I'd personally aim for 25% to all three positions and then pack as much recharge as possible.
  11. Quote:
    Originally Posted by Xandez View Post
    Isnt it 1s and not 0.5s (atleast according to Mid's) *shrug*
    Yeah, it's 1 second alright.
  12. Quote:
    Originally Posted by Jerrofla View Post
    why would you have no build up? that's bloody crazy dude! :P
    100% damage buff every 30 seconds and some tohit is definately not something i would pass up.

    on the build you posted. let us say build up is two slotted with the lvl 50 ordinary recahrge reduction IOs. with hasten and the global recharge at 152.5 % it recharges in 26.8 seconds. 10 seconds duration/26.8 seconds = 37.31% damage buff! thats a lot when you consider it! especially for arch villains.

    p.s i know you probably have a good reason for it with being awesome and all, though i still dont see why. i will read your post that shows me up tomorrow. night night :P
    You're missing a valuable section in your formula. You need to divide the duration by the average rate of use. The average rate of use derives from the activation time aswell as the overall recharge, too.

    For example, here's how it should be for an unslotted Build Up: (10/(90 + 1.32) = 10.95% +Damage. For the situation you mentioned, 152.5% global recharge and 83.32% enhanced recharge, the formula would be as followed: (10/28.12) = 35.56% +Damage.
  13. Quote:
    Originally Posted by Umbral View Post
    Concerning your changes, you really didn't follow through decently. Getting rid of Hasten was a bad idea, since it nixes your ability to have perma-DP and all of your other all-important clickies up as often as possible. Your frankenslotting of those selfsame clickies detracted from their effectiveness, and you put in Tactics with no real benefit (it's there to hold on to the Gaussian's set). The additional 2 slots in Tough for Aegis would actually be better served as slots in CJ, at the very least to be filled with BotZ for a better positional benefit. By switching around the proc placement in FH, Integration, and PP, you further decreased their effectiveness because I did it specifically to optimize the enhancement contribution to those exact procs.

    Something big that I think you need to learn: +hp set bonuses on a */regen are completely pointless. While DP is up (and, even without perma-DP, it should be up at least 80% of the time), all but ~31-2 of those hit points are going to be eaten by the hp cap (2409.5). I've said it once and I will keep saying it until people learn it: +hp set bonuses when you've got DP is pointless. Don't bother aiming for them. You'll get all you need from tangential set bonuses.

    Honestly, before you try to mutilate a well designed build just to make it not the one you were expressly given out of some disturbed notion that you wouldn't be able to claim credit for what it accomplishes, ask why I did something rather than just assuming it did it for an arbitrary reason. Nothing in the build I gave you was slotted as was without a very good reason. Changing that slotting without knowing the reason (and often ignorant of the costs of changing it) have done you no good.
    I wouldn't say +HP bonuses were completely pointless. I agree that they're definately not worth taking, especially with perma Dull Pain, but they still provide a slight less of a need to use your /Regen clickies and increase your passive regeneration rate (barely, though).

    I view them like damage buffs: I'll only take them if they're required to get the better bonuses of the set (for example, Apocalypse's fourth bonus is a 4% damage buff whereas its 5th bonus is 10% global recharge).
  14. I'm not aware of any low recharge chains for the three powers you listed (due to the lack of work invested in Elec Melee/). I guess it could work with a longer durating chain with a more frequent use of Charged Brawl, but would lower the DPS, of course.

    If you ever have the recharge, Chain Induction > Charged Brawl > Fire Blast > Charged Brawl works. It actually deals slightly higher DPS than the more ubiquitous Chain Induction > Charged Brawl > Jacob's Ladder > Charged Brawl.

    The recharge requirements;
    Chain Induction: 3.564 seconds / 293% recharge
    Charged Brawl: 1.188 seconds / 153% recharge
    Fire Blast: 3.30 seconds / 82% recharge
    Charged Brawl: 0 / 0%

    If you're aiming for ST attack chains, Xandez, I'd definately recommend into respeccing for Jacob's Ladder. The Chain Induction > Charged Brawl > Fire Blast > Jacob's Ladder chain deals higher DPS and the recharge requirements are easier to meet.

    Quote:
    I couldnt fit neither JL or HP in my build so i kinda lack a decent single tgt chain... have CB, FB and CI to use...
    And to too much recharge either (whine).
    Havoc Punch is over-rated, in my opinion. Charged Brawl is more efficient in most aspects; recharges faster, has a lower endurance cost, lower activation time, and most fundamentally deals higher DPS.
  15. Chain Induction > Charged Brawl > Fire Blast > Jacob's Ladder

    Recharge requirements;
    Chain Induction: 4.356 seconds / 222% recharge
    Charged Brawl: 0 / 0%
    Fire Blast: 4.092 seconds / 47% recharge
    Jacob's Ladder: 3.696 seconds / 117% recharge

    I believe that you can gain higher DPS with a chain that requires higher recharge for a more frequent use of Chain Induction and Jacob's Ladder, but, at the moment, not many of us have worked much on Elec Melee/.
  16. Quote:
    Originally Posted by Flarstux View Post
    I based my comparison on how they played through the early levels - from fighting Contaminated in Outbreak to fighting CoT in Perez Park - obviously I can't compare them beyond that because the Electric/Electric isn't that far along.

    The MA/Regen kicked butt and was *a lot of fun* to play through those levels - which is why I've kept playing her - whereas the Electric/Electric was *much less fun* to play through those levels - and more than once I considered scrapping him and rolling something else - which is why I have not played him as much.

    Although he did hit 14 earlier today doing some ToTing, and he got the badges for Jack and Eochai. And still, thus far - much less fun than the MA/Regen.
    I think Werner pointed that out as the OP is referring to Martial Arts/ at endgame and not lvl's 12-23.
  17. Quote:
    Originally Posted by JohnX View Post
    So I’ve got 32 levels of MA/SR behind me. I’d like to take some time to be totally redundant with other historically posted opinions on the subject and list out some tweaks that MA seems to need.

    Thunder Kick is a bit on the weak side. I’m thinking either increase the damage or make the stun 100%...if not both.

    Due to the slower animations, DPS is on the lower end. I’m thinking MA should have an increased chance of doing a crits. If memory serves, crit chances are currently something like 5% minion else 10%. I think these could be doubled for MA to 10% and 20%.....
    Storm Kick and Eagle's Claw already have a 5% higher chance to land a critical.

    Quote:
    Paired with SR (And I imagine a few other sets as well.) Endurance is quite a problem. Less so as you get things slotted up and 3 slots in stamina, but even at level 32, I get tired pretty fast. I’m thinking that MA needs a bit of an end discount. Not sure how much, but maybe even use the same code associated with electric blast---I’m not that familiar with it, but it’s something like “Chance to recover end” with every attack that lands…or something.
    Endurance is a problem for a lot of sets. Scrappers have access to Stamina, Physical Perfection, Conserve Power, +Max End set bonuses, +Recovery set bonuses, accolades, Performance Shifter: +Endurance procs, Panacea: +HP/Endurance proc and ofcourse endurance reduction. Putting aside MA/SR, how do you think people are playing Spines/Dark Scrappers?
  18. Yeah, I've been contemplating for a BS/SD Scrapper of my own due to the incredible damage. It'd be difficult to softcap defenses and still mantain the recharge for Head Splitter > Hack > Disembowl > Hack (305% in Hack), though. Seems like a build that would require you to make a few sacrifices.
  19. Quote:
    Originally Posted by Werner View Post
    By your level, I was running the Head Splitter -> Parry -> Disembowel -> Hack -> Parry chain. I think that's the best chain that double-stacks Parry. For that, you need +108% recharge in Head Splitter, so it takes a little global recharge, or just some serious frankenslotting and living with a half-second pause. Parry needs +20% recharge, Disembowel +38% recharge, and Hack +5% recharge.
    Without the additional Parry at the end, it would be the best DPS chain for keeping Parry stacked once (and actually double-stacking for 2.50 seconds). So I'd also postulate on Head Splitter > Parry > Disembowl > Hack > Parry being the best chain that double-stacks Parry.
  20. Quote:
    Originally Posted by Exxar View Post
    Any Reason you picked Stealth other than muling those LotG in it? I'd suggest changing Charged Brawl for Jacob's Ladder too, unless you hate cones. Grounded can be skipped by using -KB IOs (such as Zephyr in travel powers). Unless you really like Stealth, I suggest you swap it for the fighting pool including both Tough and Weave, that would help your survivability tremendously. Slotting advice: go for as much +recharge as possible, and then for some defense.
    I'd also suggest taking Jacob's Ladder, but skipping Havoc Punch for it rather than Charged Brawl ; because it deals slightly lower DPS and Charged Brawl has a faster cast time which allows you to use your AoE powers more frequently.
  21. Quote:
    Originally Posted by Bud View Post
    That means different things for different people...
    Ive seen vet players that play emps that only have the RA's and the AoE heal, that play PB's without any of the forms, who dont take taunt on tanks and so on...

    Why would you consider it "un-skippable" ?


    13% DDR is virtually nothing when theres 72% still there...
    Also Grant Cover from SD adds 13% DDR and alot of people dont take that power.



    This isnt an attack, im just tryin to figure out why yous think they're so important.
    Considering the significant difference of the chance to be hit from 30'ish-45'ish defence, the 13.84% DDR is rather valuable.
  22. They both accumulate to 13.84% defence debuff resistance. I woudn't pass that up.
  23. BlazingBlue

    MA/Invuln

    I'd go with something similar to this:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1397;690;1380;HEX;|
    |78DAA5935B4F134114C767DB2DBD6D6F7229F79602BD505868E2838A8A289A805DA|
    |9547952EB5246D8D82C4D7735F2E607F04913D0183E88F19BE887A9E7326D627C74|
    |D3FE7FBB33FF9D73E69C59EBC38E21C4C72DA1251F746CCF6B35DB3DBBDB95BD906|
    |59F386D111642CC0CC65A96EC48695A76CF77EC4E6BBBE77BF9E1DC8E7C235D4F9A|
    |BBEEFB771D57F6EC23A7E3F8E7995DF754F6A4EB9B831BA37176D6311F39BE2B3D8|
    |F1FEAD2EE3AEE498C1E9A5D298F13CA7472EAC344E661D7699BF7CF8ECF5B96EDF9|
    |B2773E097955E07F8109D2D50F8A06A020E60F184D42E52961137D1AF97491859B3|
    |961140025915C202CCD138A39C26558B9453FA4BD06D444C0661C114A6D424532DE|
    |126EC35B410E120C9669217D895124944A843BE00BA96442750D5F1DB1184F08C90|
    |6A1B84FF80676DE665F0F1F53A408E714E1F0314E26C6198E8037CAAB8B68998626|
    |6028AE128B8FD3A2C61861FA5700B1F89B90055F822369099E59E1992D9849A9155|
    |2BCB5346F2DCD5B2BF2D6C2E0CB285FE690425C7BCED8E33AEF1222E01B55BED14B|
    |0A31F699714158FF42F80EBE71B5F7F12A0D4DAC30CA848512A34228803DCBF640B|
    |64A7B9FFC0B5FC130A57638C543D38C6D9899D162F4EA0CD768966B349B26DC05C3|
    |9C4A798ECFCE3C9F9D129F9D153E3B57E0CBA99473DCAE3CF729CF0DCAF3115AE0A|
    |EDD077B412D5B88D00A8B3A23C4158B12EE816F997D81E5EB94D1DA06A346D0C050|
    |5671CB7BDCBCC784B57D42ADCEB00841B05755DC2A7774953BBACA1D5DE58EEAE03|
    |3555C93EBB2CE7559E7BA3483426CA8926E702D6B8C597DF871C20F2E51FF67A4A1|
    |0FBF34A1D1484E1F7EAAFF75FD3006EB440FB0ADCF501A20DA21DEBD4079898FAFF|
    |0CEC6BB2394369D819FC620D3D40D4CE826CA2D944D944F680AC741E228064A0225|
    |89924249A38CA24CA04CA35CA1F4FF0087F1EBD3|
    |-------------------------------------------------------------------|
  24. Quote:
    Originally Posted by Xandez View Post
    Aid other is decent, but when used in combat it will hurt your dps somewhat.

    I like kick/boxing + tough (and many times also weave) personally, since both kick/boxing can be used to mule something useful in and while tough doesnt add a lot, it still ads up. Additionally, /sr dont have any other resistances, so...

    The ancillary power pools are mostly personal preference and some like something more than others. What are you missing? (or are you?) If you could somehow "fix" that by using power pools, then you will probably find the best combo for you. (umm... actually same goes with eg. adding swift etc...)
    Well, /SR does have awesome scaling resistances.
  25. Quote:
    Originally Posted by Xandez View Post
    hi again!

    as Blue said, AV soloing with a(ny) scrapper is possible, still... you need to have a good attack chain and a possible way to counter the hp loss (with or without insps). The best (or best DPS) attack chain for BS is (stolen from BillZ thread, thx BillZ and others!) --> SCRAP BROADSWORD: Headsplitter/Hack/Disembowel/Hack

    wont go into details why and whats the reason for that (the math makes my head hurt! ). Im sure you can calculate the needed recharge levels yourself or someone will point them for you (sry, im too lazy atm )

    Do you want to use insps? If so, then aid self is not "needed", if not... well, then it kinda is, since the pure regen wont be sufficient enough to counter the AV dmg (or can it be??)



    I think it is scaled by max endu as pointed out by atleast Umbral and maybe some others (iirc). The 10 endurance is just a static msg and does not scale properly and if you have more endu, you will get more with the proc. Also, i personally also like the 2.5% dmg of the 5th piece, however... if you have the slots, that is
    To run the Head Splitter > Hack > Disembowl > Hack attack chain, it would result in the OP gimping major aspects of his build to run it. Hoping Werner doesn't mind, this is from his spreadsheet:

    Head Splitter = 172% recharge
    Hack = 219% recharge
    Disembowel = 77% recharge
    0.132 gap
    Hack = 279% recharge

    Slice or Slash are usually involved in Broadsword/ chains that don't include Parry. Head Splitter >Slash > Disembowl > Hack > Slash and Head Splitter >Slice > Disembowl > Hack > Slice are rather ubiquitous now.

    Yeah, you're likely right and that it's scaled by maximum endurance. I'll check it out for myself sometime, though.

    I don't like +Damage set bonuses myself much ; I tend to view them as bonuses that I'll consider if there's nothing else going for it. I'd probably be more convenient with them on a FM/ or Spines/ Scrapper as the +Damage takes effect on DoT.