Desmodos

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  1. Last time I experimented with a PROC in a toggle, I was able to track the damage via Hero Stats. A 20% damage PROC added 0.05% to my total damage output.
  2. I advice against PROCs in Toggles for a scrapper. PROCs follow a 10 second rule in toggles, meaning the chance of it going off only rolls every 10 seconds, assuming you have target in range when your 10th second comes up.

    It's fairly easy to get Spine Brurst recharge to 10 seconds, where I can be sure to have plenty of targets to roll on.
  3. Quote:
    Originally Posted by Pacur View Post
    Oh boy... so very variables.

    So I've begun to narrow down my options, and I have the following question:

    From what I'm hearing both from the forums and in-game, type defense is the best one to have nowadays (meaning smash, lethal, fire, psi, etc...) is that the case or am I wrong?

    From what I heard once you hit 45% defense on everything you're pretty much unhittable, is that right? If thats the case, I'll probably follow the build Desmodos posted, and hope for the best, since although nothing is at 45% there, smashing and lethal go to 44%, and everything else is 20% and above.

    Basically, I guess what I'm asking is is 20% good enough defense for a single type of damage?

    Edit: just realized that I now have to also factor in resistances....*head hits table* Sweet jesus why cant this be easy? lol

    The notion that you are 'unhitable' at 45% defense is a gross exaggeration. Yes, it will substantially increase your survivability, but it's not an "I win button."

    With Dark Armor, soft cap is a questionable endeavor because you'll never acquire any signifcant amount of defense debuff resistance, which can quickly rob you of all the defense you've accumulated. Broadsword and Kitana are somewhat of an exception because Parry/Divine Avalanche provide some additional buffer.

    The vast majority of attacks have more than one damage type. The most common attack types are Smashing and Lethal. So even if an attack does Energy damage, if it's paired with Smashing damage, your Smash/Lethal defense mitigates the attack. The next most common attack is Energy. This is why typed defense builds will amass as much Smash/Lethal defense first, then target Energy Defense. This particular strategy works well for Dark Armor because it has very little mitigation towards Energy Damage.

    The appeal of Typed defense over positional is that typed defense generally requires less slots for comparable defense. The appeal of Positional defense over typed defense is that you can achieve soft cap to all positions, soft capping to all types will require massive sacrifices (if possible at all) that will render your character rather useless.


    Yes, all of this talk defense is just one form of mitigation. It's discussed in isolation of other forms of mitigation, hence folks like Werner and myself will tell you that soft capping is not always the most viable option. Dark Armor has multiple layers of mitigation (mez toggles, Dark Regeneration, and resistances), all of which determine your final survivability.

    Defense is a powerful form of mitigation. Each point of additional defense increases your survivability more than the last. However, it is not the end all be all of damage mitigation.
  4. I recall buying a Gateway with a 15 GB hard drive and being told by all my friends that it was massive over kill.
  5. Quote:
    Originally Posted by Pacur View Post
    P.S.: Whats a legacy build anyway?

    Basically a build made before a major change to the powers. In this case, Fitness pool became inherent. When you do a respec, Fitness Pool will not be a power choice, because you get the entire pool automatically. Still need to slot it though.
  6. Quote:
    Originally Posted by Pacur View Post
    No, I really don't exemplar, I always like to push forward on a character, and if I want to experience something, I do it on a lower lvl character.

    So i guess Ill be mainly looking for the lvl 50 versions.
    That's fine, but keep in mind that acquiring merits and incarnate salvage my be faster, more efficient with a lower level TF, granted, not every scenario. There is certainly no shortage of ways to do it at level 50.
  7. Here's the corrected build. Basically what happened was I imported a legacy build into the new mid's and a few things got corrupted. Sorry for confusion.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50), C'ngImp-Acc/Dmg/Rchg(50)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(46), GA-3defTpProc(46)
    Level 2: Slice -- Erad-%Dam(A), Erad-Dmg(42), Erad-Acc/Dmg/Rchg(42), M'Strk-Acc/Dmg(43), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(43)
    Level 4: Death Shroud -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-Acc/Dmg/Rchg(5), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(40), C'ngBlow-Acc/Rchg(40)
    Level 6: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(15)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 12: Combat Jumping -- Zephyr-ResKB(A), Krma-ResKB(13)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Rchg(17), Theft-Acc/EndRdx/Heal(17), Nictus-Acc/EndRdx/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Numna-Heal/EndRdx/Rchg(39)
    Level 18: Whirling Sword -- Erad-%Dam(A), Erad-Dmg(19), Erad-Acc/Dmg/Rchg(19), M'Strk-Acc/Dmg(21), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(23)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), HO:Enzym(21)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/Rchg(37)
    Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36)
    Level 28: Cloak of Fear -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(29), SipInsght-Acc/Rchg(29), SipInsght-ToHitDeb/EndRdx/Rchg(31), SipInsght-Acc/EndRdx/Rchg(31), Abys-Acc/EndRdx(34)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(31)
    Level 32: Head Splitter -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-%Dam(33), C'ngBlow-Acc/Dmg(33), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(34)
    Level 35: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(42)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
    Level 49: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)



    Code:
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  8. Ok, something got corrupted on that build, sorry about that. I'll post a corrected build shortly.

    Not all IO sets go to level 50. Set bonuses are only valid with in 3 levels below the IO level. So if you use a IO set at level 50, you'll retain none of the bonuses associated with the set when you exemplar to level 45. It boils down to how you play CoH. If you frequently exemplar down to run lower level TFs, you may consider using lower level IOs. If you rarely exemplar down, then using level 50s would be the better choice. Me personally, I always build for level 30 IOs as a minimum standard to base my build off of. In actual practice, I'll go with what's available as close as I can to level 30, lvl 29-35.

    The exception to the above rule will be PROCs. PROCs don't have a level association, so the function at any level. Purple Sets also function at any level.

    Perma-Hasten is no longer possible with enhancements alone. It is possible to collect enough recharge bonuses to achieve perma-hasten but rarely worth the sacrifices associate with it. In the case of this build, Hasten only has one slot simply because I ran out of slots. 2 lvl 50 Generic IOs are the ideal slotting for Hasten.

    Because of ED, slotting more than two Generic IOs in Stamina isn't very useful. Simply put, you can get better endurance management else where. You will frequently see a third slot in Stamina from those using a Performance Shift + End PROC.
  9. Quote:
    Originally Posted by Pacur View Post
    Thanks for the tips. Ill definitely have a good starting off point now.

    But unfortunately I still have more questions. Mainly, which powers should I slot? Such, as , is 6 slots still needed in Stamina and hasten? Or is that gone nowadays that there are set bonuses?
    Ok, you really need to read the first article I linked for you. Enhancement Diversification limits slotting a power that only accepts one type of enhancement to 3 slots, in the vast majority of scenarios. The exceptions to the rule are when you 'over enhance' power for the sake of set bonuses.

    In most cases you don't need to six slot a power unless you're after the final set bonuses. See build I am posting below.


    Quote:
    Did they change how you store enhancements? As in can you only have 10 on you at the same time, or is there a way I can take off all of those Hami-Os and be able to sell them?
    Sadly, no. This will be the most frustrating thing about your transition to an IO set build. You can only extract 10 enhancements per respec. Sorry, it sucks, I've been there. Mauk is correct, those HOs do represent a substantial nest egg for you, so don't delete them.


    Keep in mind this is a high end very expensive build, just what I have immediately handy. It should give you a better idea what IO builds look like. Keep in mind, this build is based on typed defense. For BS/DA a positional defense build is equally viable.


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Desnocta Blades I19 A: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5)
    Level 1: Dark Embrace -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(46), GA-3defTpProc(48)
    Level 2: Slice -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-%Dam(11), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(13), M'Strk-Acc/Dmg(13)
    Level 4: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(15), Erad-Acc/Dmg/Rchg(15), C'ngBlow-Dmg/EndRdx(17), C'ngBlow-Acc/Dmg(17), C'ngBlow-Acc/Rchg(19)
    Level 6: Murky Cloud -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
    Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(25)
    Level 10: Obsidian Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), HO:Enzym(45)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Acc/EndRdx/Heal(29), Theft-+End%(31), Nictus-Acc/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), H'zdH-Heal/EndRdx/Rchg(33)
    Level 18: Whirling Sword -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(33), Erad-%Dam(33), M'Strk-Acc/Dmg(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 20: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(50)
    Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36)
    Level 24: Boxing -- Empty(A)
    Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(39)
    Level 28: Cloak of Fear -- SipInsght-%ToHit(A), SipInsght-Acc/ToHitDeb(39), SipInsght-Acc/Rchg(39), SipInsght-ToHitDeb/EndRdx/Rchg(40), SipInsght-Acc/EndRdx/Rchg(40), HO:Enzym(40)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 32: Head Splitter -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-%Dam(43), C'ngBlow-Acc/Dmg(43), C'ngBlow-Dmg/EndRdx(45), C'ngBlow-Dmg/Rchg(45)
    Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(36)
    Level 38: Hasten -- RechRdx-I(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(46)
    Level 47: Maneuvers -- HO:Enzym(A), HO:Enzym(48)
    Level 49: Laser Beam Eyes -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(50), Thundr-Acc/Dmg(50)
    Level 1: Stamina -- P'Shift-EndMod(A), EndMod-I(46)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Empty(A)
    Level 1: Hurdle -- Empty(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(48)
    Level 0: LEGACY BUILD



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  10. Sorry, I should have read more thoroughly first.
    Quote:
    So, critique away, please tell me how things are done nowadays, and please direct me as to which of these newfangled IO sets would best suit me. Thank you in advance.
    IO builds are kind of complex, there is not one true way to slot a particular power. The choices you make are based on the entire build (rather each choice for a power is dependent on what you chose for the next power.)

    For Dark Armor, there are to basic strategies I like for Resistance Toggles.
    • Impervium Armor grants good resistance, but more importantly, provides +2.25 Max End. This will dramatically improve your endurance management. These are cheaper than option two and a good starting point.
    • Reactive Armor provides good resistance but provides no endurance management tools. The trade off is some nice little defense bonuses. If you can manage your endurance by other means and you pursue defense bonuses in your other powers, This is the superior choice. Keep in mind, this route only works for typed defense bonuses. If your build relies on Parry for defense, this may not be the route to go.

    For Dark Regeneration, I like using three Theft of the Essence, one Touch of the Nictus and IO that grants HEAL/Recharge/End rdx. With Theft of the Essence, it is vital you get at +End Proc, which will be very expensive but will completely change how you manage endurance.

    For AoE attacks (this includes Death Shroud), I like to mix Eradications and Cleaving Blow. This grants good damage, accuracy and recharge enhancement. The bonuses grant you significant Energy defense and endurance management (+1.8% Max End).

    For Single Target attacks you want 4 Kinetic Combats and one IO that grants Acc/Dmg/Rchg. Kinetic Combats are one of the most sought after IOs as they offer a hefty S/L defense bonus. As a result they are very expensive. If you are short on funds (which you most likely are), you can use Smashing Haymaker as a temporary substitute until you can afford the Kinetic Combats.

    Tough and Weave are strongly recommended, particularly if you pursue defense bonuses, which is highly recommended.

    Slot Health with a Numina's Unique and a Miracle Unique. These will massively increase your endurance management. EVERYBODY wants these, so they will be very expensive.


    Obviously, there is more than one way to build BS/DA with IO sets. This just a starting point for you to consider.
  11. As I've stated in other threads, I'm going Cardiac/Barrier on every resistance based melee character.

    I started out with Cardiac for Dark/Armor for obvious ease of endurance management, which frees me up to pursue other bonuses. I was very surprised by how much of a difference the resistance enhancement improved my survivability. It's actually to the point that purple skittles are no longer the best option for every scenario, sturdys (orange skittles) are often the better choice.

    I tried the Musculature as well, but was rather underwhelmed with the impact it had on damage out put. Not to say Musculature's aren't bad, they just don't contribute as much to my game play. I still use Musculature in come situations, Hamidon Raids in particular, since the damage is unresistable anyways.
  12. Quote:
    Originally Posted by Pacur View Post
    Ive already been sent to those webpages by...err...I forget his name doh. And I read them so I understand the whole IO system. generally anyway.

    But...BS/Da is popular? As in other people play it? WHen I left i was like the red-headed stepchild of scrappers. Wow....
    Sorry, I edited my post for a bit more clarity. The build you've posted completely ignores ED. That's a tremendous waste of your slots.


    And yes, while the learning curve for Dark Armor remains steeper than some other sets, it's potential is well known. For those willing to put in the effort, Dark Armor is a top performing set. Granted Kat/DA is better than BS/DA on top end builds, but BS/DA remains very, very solid.
  13. I'm afraid you have a lot of reading to do before you can attempt a build. For starters, Hami-o's have limited benefit when compared to Invention IOs. I state this as someone who had every single slot filled with a HO at one time. I removed 99% of them. They do have some uses, but they're limited at best.

    Presently, ED compliance is a major issue on your build (see first article). That's before factoring in you have no Set bonuses to speak of. In today's game, it's all about set bonuses.

    I strongly suggest you read the following articles before even attempting your new build. BS/DA is a very popular build, so they'll be plenty of advice on the different strategies for building a good BS/DA scrapper, but at the moment you are REALLY far off the mark.

    http://wiki.cohtitan.com/wiki/Ehance...iversification

    http://wiki.cohtitan.com/wiki/Invent...n_Enhancements

    http://wiki.cohtitan.com/wiki/Invent...hancement_Sets
  14. Something came up at the last minute. I'll be about an hour late, tonight.
  15. Quote:
    Originally Posted by The_Spad_EU View Post
    SSDs have a looong way to go before they're usable as infrequent-access storage for large amounts of data. It's entirely possible that they may never outstrip magnetic storage in terms of price per volume, though I suspect that they will; more through a change by manufacturers to focus on SSD development than the magic of solid state storage.

    As for the cloud, it's as much of a passing trend now as it was the last time (except it wasn't called "the cloud" last time). Computer tech is cyclical: Thin Client->Fat Client->Thin Client and so on, with the driving force to move from one to the other is either "Not enough power" (move to thin client) or "Not enough bandwidth" (move to fat client).
    I tried to be specific about the current trend. I agree the philosophy of fat client vs thin client will always be swinging pendulum. It always hinders on usage versus available technology. Previous infrastructure could not support usage on thin clients. With the current influx of smart phones (also not really new technology), the current shift will be towards thin clients. Like every tech trend, I have no doubt the pendulum will swing the other way towards thick clients.

    Presently, the pendulum is moment away from thick towards thin. How far and how long the momentum will continue is up for grabs. My money is on thin clients...for the next 5 years so.
  16. Hate to tell you this, but HD sizes will likely be shrinking if current trends hold. I say this as someone who has 4 Terrabytes of HD storage in my rig.

    The current trend will shift towards SSDs and "cloud" type services. Smaller, faster HDs that can access a virtual database simplifies synching of mobile devices with your primary PC. Off site data storage is nothing new, but lots of companies are looking to make it more assessable to the mainstream market. Amazon and Google are both making a big push in this direction, expect other companies to follow.

    Mind you, I am stubborn and refuse to run my main rig with less than 300 GB HD but also refuse to shell out $600 for a 300 GB SSD. Hopefully, the reports will ring true and the SSD price tags will drop considerably in the coming year. I'm really crossing my fingers since I have 3 HDs that are past typical usage life.

    In other words, don't go crazy with HDs, kiddies. If you are willing to shell out current SSD prices, more power to ya. If you can afford to push your rigs along until the price drops, I strongly recommend it. SSDs are the future of PCs, especially gaming rigs.
  17. Quote:
    Originally Posted by Microcosm View Post
    No defense is "needed," but the more you get the better, until you start gimping your build.
    Which I believe was Werner's point. No one is saying defense doesn't help.

    If you can soft cap a resistance build with no sacrifices, then by all means. It's the notion that anything less than soft cap on a resistance build is some how less survivable that's in question.
  18. Quote:
    Originally Posted by Microcosm View Post
    I slightly disagree with Werner (sacrilege!) on 45% being mostly useless in newer content. Having 45% means you need fewer outside buffs to help get to the new softcap, or you need fewer purple insps to do so if you get stuck alone. My db/elec has 44.92% S/L, and with a small purple he easily solos the warehouses or labs in a Lambda trial. I still recommend getting to 45% unless you are going to hurt your build in so doing.
    Except it isn't needed. I've solo'd grenades while the rest the league went for the acids (there were only 10 of us.) I only run about 35% defense, granted, I have really high resistance values on my scrapper.
  19. Quote:
    Originally Posted by Samhain View Post
    One last question, since the brute has higher HP does that mean he'll get a noticably bigger heal from Dark Melee?

    This will depend on the secondary you chose. Base value of Scrapper vs Brute HP won't be significant enough. Builds that lend themselves well to additional HP (Will Power, Invulnerability) will have a noticeable difference in the heal value. Keep in mind, Siphon Life is a crucial part of the Dark Melee attack chain; slotting for damage takes priority.

    I generally don't slot Siphon Life for any heals.
  20. Quote:
    Originally Posted by Samhain View Post
    I'm currently finding that softcapped defense simply isn't enough with my SR scrapper. I know that the resists are supposed to go up as I take damage but it simply isn't saving me in really tough spots when I'm on my own. How different are the numbers defensively for a shield brute vs a shield scrapper?
    The defense values are the same, though the Brute will benefit from more HP.
  21. Quote:
    Originally Posted by Orynn View Post

    One last thing though... :P

    Is ranged +def more/less important than melee as a scrapper? I'm just tired of the aoe and alpha strike deaths I have fallen victim to...

    Once again, thanks a ton, everyone. I will now begin the mulling over process...
    Again, it really depends on your primary/secondary and the rest of your build.

    In really general terms; if you go positional defense (Melee/Ranged/AoE), you pretty much need to get equal amounts of all three. Just because an attack was executed in melee range does not mean the game flags it as such. With typed defense, it doesn't matter if the attack is ranged, melee, or AoE. You focus on the most common damage types (S/L), the move on to the next. Which route you take depends greatly on where you started (your secondary). Super Reflexes would focus on positional. Invulnerability would focused on typed.
  22. I've become a big fan of Cardiac/Barrier combo. Granted, I use Pyronic/Reactive to make up for the loss in damage.

    I tried the Musculature and really was not all that impressed with the increased damage output. Yes, the increased damage was noticeable, but I didn't feel it really impacted my build to the same degree as the Cardiac.

    Obviously extra damage is great, but for me, being able to stay in the fight for longer periods with out having to use Dark Regeneration seemed more efficient. I intend to get Musculature on every scrapper, as it has it's uses, but my default slotting for Dark Armor is usually be Cardiac.
  23. I don't think there can be any real consensus on how to slot resistance powers. There are far too many variables to consider. I can't help but think you need to post your build and phrase the question in the context of a specific build.

    I adamantly (perhaps stubbornly) refuse to sacrifice resistance slotting for defense bonuses. Luckily, such compromises are rarely necessary. I also don't believe resistance sets need to soft cap defense.

    That stated, I do heavily favor Reactive Armor for their defense bonuses, it does depend greatly on the rest of the build. While Fiery Aura and Electric Armor don't have the endurance concerns Dark Armor does, I can't imagine any of the other Alpha Slot options being as useful as Cardiac. The additional 20% resistance slotting really impressed me in terms of it's impact on my survivability.
  24. I for one, really liked this episode. I pretty much had a smile from ear to ear for most the episode.

    I laughed out loud when they manged to stick in another Rory death. At this point, Rory has to become immortal at some point, lol.

    I have to say, to hear the TARDIS tell the Doctor it chose him seemed rather perfect. Matt Smith really owned the role this episode.

    For a stand alone episode, this one really rocked it.
  25. Quote:
    Originally Posted by Grey Pilgrim View Post
    Well, I think most people have the idea that min/max requires Purples and PVP IOs, or something, which are much harder for a player to come by.
    That perception is rather silly. Min/Maxing existed in CoH prior to the introduction of IOs. IOs simply raised the bar in potential, complexity and variety. Never mind that Purple IOs are actually detrimental to some builds.