BunnyAnomaly

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  1. To me you definitely want more than 2 SO's worth in Active Defence. 2 puts it at exactly 120 seconds recharge with 120 seconds duration.

    Any kind of recharge debuff and you're in mez-town.
  2. You got me, that is EXACTLY what I meant.
  3. I'll just repeat what CMA said. Equal expenditure and a tank is 100 fold tougher than a scrapper. It just depends on if you find that extra toughness necessary.

    See those tests where scrappers do RWZ spawns and try to survive? A well built tank laughs through it. Yes, they'll take 10x as long but they are largely indestructible when built right.

    There are very few hard numbers on effectiveness because effectiveness is based upon your own personal judgements. Perhaps you find the ability to kills things very very fast as being most effective: choose scrapper. Or if you want to be the person up front that tends to be able to make the calls and decides the speed of the team: choose tank.

    There are too many variabilities to say even between powersets which is the best and which is the worst. Again, same reasoning.

    Tankers shine on hard content when you lack support. Simple. The tank is the only one who can stand toe to toe with an AV without blinking if you don't have any support. Scrappers can be built to solo some AVs, but soloing Rommie or other 54 AVs is probably going to end in disaster.

    If you want the most irreplacable character, pick support. Otherwise, anything can be substituted.
  4. This really won't 'prove' anything. There's way too many factors here that affect speed.

    My two cents: Sometimes herding is fast. Really, really fast. Like running an ITF and while you are killing a double spawn of enemies, having an Ice Tank (or two, or equivalent) ninja run/sprint ahead and start a whole room running into your little killing field until you've made a pure mockery of the aggro cap.

    Then there's when herding is slow, when you don't move until the last mob is down, and you pull just one at a time while everyone waits.

    Which are you trying to test?
  5. Quote:
    Originally Posted by Skyster View Post
    This is precisely why I don't play defense-based toons anymore. You WILL get hit, and unless you have resists from somewhere, the mob will get every bit of you. The last time I tried my SR Scrapper, it was like, if I was surrounded by 5 mobs, and they all swing, one of them would always hit. That's 20% of their attacks, hitting for full damage. It takes away the whole point of being "Super Reflexes" if the enemy is Guaranteed to hit you, no matter what you do, what powers you've picked and slotted, etc. It's just my opinion,some folks might swear by defense-based sets, but IMO, this game is all about Resistances + healing / regen, and buffs / debuffs. Your only "stat" is your level number, so buffs and debuffs are where it's at. Or just plain stop the enemy from attacking altogether, like from being a sapper, sleeper, etc. I think of any type of mez as a debuff.

    But that's all just my opinion, some players must like visiting the hospital. I really would rather not.
    Pretty sure it is per individual as this is nothing like the case that I have ever faced. An individual needs to attack 100 times before streakbreaker kicks in when you are at the soft cap.

    Given a lot of enemies attacking however, it is simply a good chance given time that someone will naturally hit you.

    But no way in heck do you get "automatically hit every time 5 people attack you". Not even close.
  6. BunnyAnomaly

    Alpha Slot Info

    Quote:
    Originally Posted by Exxar View Post
    I was just let down by the news that only common and uncommon boosts will be available in I19 :/
    Same that's a big let down
  7. Quote:
    Originally Posted by AnElfCalledMack View Post
    Well, Radial Nerve looks positively nutty on a /Cold or /FF Controller. 95% to-hit against nearly everything, longer holds, better defense buffs...

    But yeah, on a Tanker it's at its best if you're just a little short of the softcap - a nice alternative to the Glad Armor 3%, or possibly a complement. And extra accuracy is always good if you're going to be wailing on 54s.
    Sleet does -30% defence unenhanced so I don't see a lot of benefit to getting more accuracy!

    Why not just get more recharge so you can have sleet up more frequently (not that it's really down, but... there are lots of really juicy powers that /cold has) ?
  8. Quote:
    Originally Posted by Jophiel View Post
    For my SD/WM tank, I'm wavering between Cardiac Radial for +Res/+End or Spiritual Core for +Rech/+Stun. I guess I need to run the math and decide if the boost to Deflection & Tough is worth it for resistance. I already have an attack chain that's adequate but some more recharge wouldn't hurt either. I rarely hurt for Endurance but a boost there and I could probably drop the Physical Perfection PP and look for a couple new powers.

    I guess really none of them scream out to me as the answer to my problems because I don't see myself as having many problems.
    Deflection + Tough @ Base = 30%

    @ED 20% ignoring 2/3 of ED gives very approximately 13%

    30*1.13 = 33.9%

    So about +4% resistance to s/l for the Alpha Slot.

    The resistance/defence figures are really just 'extras' and the primary modifier is what I think will influence most people.
  9. BunnyAnomaly

    Alpha Slot Info

    Quote:
    Originally Posted by Chyll View Post
    My ice/ice IO'd for range defense would beg to differ, but yeah in general the hold doesn't seem logical for blasters for that choice. lots of other though.
    It won't affect set bonuses so unless you are using a powerset that naturally gives a lot of defence before sets then don't bother.

    In fact even if it does give a lot of defence before sets, it's still 3-4% so to me that's "don't bother".
  10. BunnyAnomaly

    Alpha Slot Info

    Quote:
    Originally Posted by Santorican View Post
    How did you figure 30% global recharge?
    45% recharge to everything from the enhancement. 2/3 of which ignores ED.

    Therefore 30% global recharge to everything plus an additional 0-15% depending on how you have slotted your powers.
  11. BunnyAnomaly

    Alpha Slot Info

    I think by far and away the popular sets are going to be Recharge and Damage. There are going to be some examples where other sets are potentially more popular but I really see those as being rare at best.

    The key features of the others, Accuracy and Endurance Reduction, typically are taken care of automatically just by wise slotting and additional focus there gives basically nothing back. Especially Accuracy. How many builds are there out there that don't have 95% chance to hit against the vast majority of enemies? Do you want to sacrifice the Alpha slot for the 0.1% of the time you have to hit someone who just used a t9?

    Effects such as +Resistance or +Defence are very very minor. Defence sets can expect 3-4% out of the Alpha by taking it. I don't think the amount you "save" devoting sets to defence by taking the Alpha for it is in any way going to justify the lost opportunity of just having oodles more recharge or damage.

    For some Scrappers who are already at a huge recharge reduction it might give them a bit more breathing room to relax on sets, but additional recharge is easily eaten up by its own diminishing returns. Taking advantage of this additional breathing room to try and save inf might jsut end up being extremely expensive because tailoring a build in that fashion is going to mean that exemplaring and losing the Alpha slot could be very rough - people might need 2 complete builds if they want to min-max as far as possible. For most though that pick recharge, they are just going to see a fraction of a second taken off some of the key powers and ight do better with damage. Emphasis on "might" do better.

    I really see the biggest benefit of this going in the way of people who use minimal IOs already. The strongest returns on Recharge especially occurs when you first begin to increase it.
  12. Quote:
    Originally Posted by Aett_Thorn View Post
    Okay, someone I think asked what an Ice Tanker could be looking at with all of their powers, so here ya go:

    Base Armors: 17%
    Wet Ice: 1% (unenhanceable, probably even the Alpha slot won't be an exception to that)
    EA: 1.6% - 7%

    So, from 1 to 10 enemies, base, you've got:

    19.6% - 25% Defense base.

    Slotted with even-level SOs (1.56% enhancement):

    30.016% - 38.44% Defense.


    With SOs and the Alpha Slot:

    32.1222% - 42.448% Defense.



    Almost at the soft cap without any additional powers, provided enough enemies. With the +3% Def IO, you're above the soft cap without any additional powers.

    However, here's where it gets good: Pool Powers. Since the Alpha Slot will increase pool powers as well, An Ice Tanker is unlikely to have to slot for Defense sets to a large degree.

    Combat Jumping: 2.5% Defense base on a Tanker. Most people don't slot this much at all. So, we'll put a single SO on this power, bringing it up to 3% Defense. The Alpha slot will not be impeded by ED at all on this, so it'll give the Tanker 3.5% Defense. So now we're at 35.6% - 45.95% Defense.

    So let's then add Weave. But we'll fully slot this power. 5% Defense base, times 1.72, gives us an additional 8.6% Defense, bringing the Ice Tanker, with no IO slotting, up to 44.2% - 54.55. When fighting a single enemy, you're within 0.8% of the soft-cap for S/L/E/NE damage types. That ain't bad. Not bad at all.
    A couple of things to consider: if you intend to build only to the absolute margins, the Alpha Slot disappears when you exemp so you may have a very expensive time making two builds to take full advantage of it. As in: I'm not sure you want to skimp on defence because of the alpha slot.

    Also using the alpha slot for ~3 to 4% defence seems like a very small gain. You could get 45% recharge (about 37.5% of which ignores ED) or similar damage added (from your base).
  13. Quote:
    Originally Posted by Unwilling_Hero View Post
    I do agree with the first part, but call BS on the mandatory Tough/Weave. They're nice, but not needed. Excuse me while at +1/3, +2/3, +1/4, +1/5 I know I can go grab a snack while my WP/DB is sitting in a spawn, come back and he's still alive and kicking, and can proceed to mulch through the spawn. Only reason I don't push it higher while solo, is right now I'm not slotted for damage(SO leveling only atm).
    We just have different interpretations of what tanking is and where the bar is set. I don't really consider a +1/x5 spawn anything that requires a Tank at all. A scrapper can do that just fine. If you set the bar low then yes, you don't need much to reach it.

    If you want to tank a TF for a team, without support (as I wrote earlier), then you'll want Tough and Weave to give you some buffer for bad times.
  14. Quote:
    Originally Posted by Exxar View Post
    And you save yourself those couple billion you'd otherwise need to spend on the glad armor +3% def.
    A few minor conditions.

    If you have a defence set it's very easy to soft cap anyway, and I'd say for 99.9% of characters it is not saving you 3 billion. What's probably more realistic is that you can find up to three sets that will grant recharge. I selected 3 as the approximate because your sets will net you approximately 3% defence each time (Kinetic Combat: 3.75%, Reactive Armour: 3.75%). Assuming quantity of slotting remains the same, it might amount about 15% recharge. Now these are just very ballpark observations but I would much prefer 45% recharge as inherent to everything (1/3 of which is subject to ED) than 15% recharge. Naturally... it will depend on how you build (both for how many slots you save in defence, and if they can even be turned over into recharge successfully).

    The other is that there is a serious problem with building purely with the Alpha Slot in mind. Once you exemplar down, you lose those bonuses. You'll be at ~42% defence. Some terrible examples are that you might have not chosen sets for Endurance Reduction and are relying on the Alpha Slot for that. That will really cripple your build.

    It will not at all surprise me if min-maxers end up making a 50 build and an exemplar build, because to take full advantage of the Alpha Slot you're likely to adjust the way you build from the beginning.
  15. Can anyone clarify if the Alpha slot works while exemplaring?
  16. This post above raises a very good point. Will the Alpha slot act like a set bonuses (improved healing) which does not influence regeneration rates at all, or will it at like an additional enhancement slot in all of your powers, in which case it will?

    I was under the impression it is exactly like adding that "Alpha Enhancement" to every single power individually.

    The reason I ask for clarification is that the previous point about Healing Flames/Fire Tanks is only relevant to global set bonuses (which I might test later today on Build 2 of my /Fire Brute).
  17. I don't see the benefit of using caltrops when they are in this nice little clump in the center of all your other debuffs, being taunted and ready to be nuked.
  18. Quote:
    Originally Posted by Sailboat View Post
    But...global healing bonus doesn't affect Healing Flames because it gives resistance (in this case, to Toxic).
    Where did this information come from? I'm not sure I totally believe this.

    It does affect it in mid's. I have never tested in game though.
  19. Elec Melee is accompanied by surprisingly smashy sounds too.
  20. I'll go through every power, one by one, and give my thoughts.

    First of all, I am going to assume from yoru sets that you have built for +hp. I don't know if that's especially wise, as you have ended up with a build that doesn't actually excel in any area.

    1. HPT. If you were building for HP, *THIS* is where you should be putting heal enhances. In fact, this power simply must have it. The return is just too much to pass on. Ideally, it should have 2 resist, 2 heal.

    1. Nimble Slash. 40% damage enhancement makes this attack pretty useless. Disorient bonus is highly dubious for value.

    2. Power Slice. The Regen you have in there from Pounding Slugfest nets you less than 1 hp/s.

    4. Mind Over Body. This is an awful lot of slot just to get 2.5% melee defence when basically you have no real defence to speak of.

    6. Fast Healing. No heal slots? Fast Healing should have approximately 2 IOs worth of heals.

    8. Rise to the Challenge. Too many endurance discounts. Take out one and you only lose 0.01/second. Take out two and you've lost a measly 0.05/second. This is the story for a number of other choices you've made. 1 endurance is enough - there is diminishing returns in the formula for endurance reduction.

    10. Indomitable Will. See RTTC for why you have too many endurance reductions here.

    12. Ablating Strike. A good set here. Why did you put this here but a confused mess into Power Slice/Nimble Slash? Also, six slots give you 2.5% resist which isn't a good investment. 5 should be enough.

    14. Quick Recovery. Put 2 IOs worth of End. Mod here. The chance for end gives 1 per 10 seconds and another endurance modification would give you over double the returns, and be perfectly reliable too.

    16. Typhoons Edge. A great set for Willpower. Max HP and Energy Defence.

    18. Heightened Senses. The set bonuses are bad. LOTG gives a LOT better stuff in there. 5 slots is a lot to put here too. Lastly, you have put in a straight endurance reduction when you could have put in a shared IO (Def/Rech) and gotten some better returns.

    20. Blinding Feint. If you aren't slotting your attacks for damage you shouldn't be taking them. Unless you intend them to be set mules. Which... none of these are.

    22. Recall Friend. I'd probably use an Endurance Reduction as it costs 15 each time.

    24. Teleport. Way overslotted.

    26. Resurgance. You only need a rez on such a timer if you intend to use this current incarnation of the build which is extremely poor. You really shouldn't even come close to dying on a WP tank. Skip this once you sort out the build.

    28. Taunt. A huge opportunity to put some of the best IOs in the whole game here for set bonuses. Otherwise, not bad for just 1 slot.

    30. Vengeful Slice. Your search for max hp I think is once again the wrong direction.

    32. Strength of Will. Endurance Reduction reduces it from 2.6 to 1.83. Big ????? here about what you are doing.

    35. Sweeping Strike. The second good use of sets. Eradication is great for Willpower.

    38. One Thousand Cuts. Why? Why do you just randomly assign sets? It's another PBAOE so you could be putting in Eradication, as an example, and instead you just do something totally different? Scirocco's Devish would be good for positional defence, but that isn't Willpower, so it's a wasted choice and another example where I suspect you are just randomly putting in sets anywhere for no real build goals.

    41. Conserve Power. Not only one of the worst powers in the whole game but you have dedicated 3 slots to it. Get rid of this!

    44. Physical Perfection. So you slot Endurance Mods into this but not Quick Recovery. You also put Healing into this but not Fast Recovery. Click the "Info" tab in Mid's and see why this is a terrible idea.

    47. Energy Torrent. The sets for this type of attack aren't especially good for Willpower so choosing the one that gives 6.25% recharge is wise.

    49. Laser beam Eyes. Underslotted with poor set bonuses.

    I don't know why you chose 90% of your sets. You should look at what is important first, make sure what your powers do is actually what they will do, and then take sets to accomplish the objectives of your build without crippling it by making your actual powers useless.

    Some tips:

    Melee attacks can take Kinetic Combat. A very expensive set but just spectacular. HP and Smashing/Lethal defence.

    PBAOE attacks can take Eradication. You used it at random. HP and Energy Defence.

    You don't need every attack from your secondary. Especially not when you don't have the slots to make them useful. Pick and choose what you want and save choices for better things.

    When i19 comes, make sure you 2 slot Health & Fast Healing with a good compliment of healing. Make sure you slot Stamina & Quick Recovery with a good compliment of endurance modification.

    You do NOT need more than 1 endurance reducer in your toggles.

    If you want to tank successfully you must choose Tough & Weave from the fighting pool and slot them appropriately. Without that you will find yourself reliant on your team supporting you. Can you tank? Sort of. But not without assistance.
  21. Well the first attack was at 95% chance to hit and the second was only 75% chance to hit. I'm going to guess that this is why.

    Likewise, your third attack didn't hit because the attack before it was at 75% chance.

    I bet if you chained two 95% accurate attacks streakbreaker will catch the second one.
  22. BunnyAnomaly

    Best aoe dmg

    Quote:
    Originally Posted by Blue_Centurion View Post
    the bickering, the childishness. Ich, let the damn post die.
    Yuh I am pretty much 100% guilty of that, my apologies. That's why I just stopped responding and let it die for a week (a shame it came alive again), and will do the same again.

    I think what we can all agree on is that the best brute AOE attack is Whirling Hands and that Energy Melee needs a nerf.
  23. Quote:
    Originally Posted by Twilight_Snow View Post
    You didn't mention what kind of mobs were in the AE missions. If they have defense debuff or to-hit buff, they will be difficult for you. In addition, mobs still have at least 5% chance to hit you even with soft-capped defense, I'm not surprised that you are defeated in a +2x8 missions depending on your luck. For example, every one or two rounds of attacks from the mobs, you should expect to get hit once. If that hit happens to come from a boss, then a significant chunk of your hit point will be gone.

    For your build, I think it looks alright overall. Maybe I would wait till I19 to do an overhaul. To be tougher, I would take one with the shield. For defense debuff resistance, you can take grant cover, and slot active defense with HO. The slotting can use various minor tweaks. For example, I would take 2 slots from stamina, and put them to tough. Tough can be 5-slotted with Aegis to get the same amount of AoE defense bonus as 6-slotting stamina.
    I have an Elec/SD and it's pretty rare to take any meaningful damage even against big size spawns. Most of the fights are just Lightning Rod (90% defeated) + SC (mop up) and both have a knockdown component. Lightning Rod is just... beautiful
  24. Quote:
    Originally Posted by Werner View Post
    I'm going to guess the 72.5% global recharge 35% smashing/lethal defense build would be better.
    My feeling too.

    Recharge has diminishing returns, I'd compare some of the real numbers in mid's and you'll likely find you may shave but a few seconds off some recharges, but having that defence is going to likely help a lot more.
  25. Quote:
    Originally Posted by StormDevil View Post
    Quick question on this point: why +recharge on a WP character? There is literally only one power in the WP set which would benefit from additional recharge, and that's the self-rez. I ask only because I built my WP Tanker for typed soft-caps and the HP cap; if I'm overlooking something, I'd love a heads up.

    (Apologies to the OP for the further derailment)
    Defence sets aren't just for defence as far as I am concerned. Even WP with no inherent aggressive powers benefits from additional recharge for a few reasons... nothing is ever in total isolation of other influences.

    -Active mitigation from your primary. There's pleny of knockback, stuns, etc. that can actually net you an awful lot more mitigation than a miniscule amount of "fixed" secondary-based mitigation. Naturally it will depend heavily on the powerset itself.

    -Dead enemies do no damage. And it's fun to hit things More recharge means you have a smoother attack chain and simply put are killing things faster.

    -All of your utility powers are up faster. Again, hard to quantify because it depends on what you are using, but having hasten up quicker, having rage up faster, all of these things are important. This spills over to debuffs/attacks in your APP... everything.

    Edit: I should also add something here. You said you build for max HP. In the original quote, I stated that was also very important, but I have found the sets that you get for recharge/defence tend to satisfy that already. I have a 50 Willpower tank as one of my mains.