Doomguide

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  1. As I recall both the Vanguard Magicians and Sorcerors also have either the Curse of Weariness or a -recovery/-end power(s) as well.

    The Curse initially was much longer lasting (and may have been more debilitating but I'm unsure if and how much) but got nerfed after a bit of player uproar over its nastiness as well.

    I'm also not sure how up to date the site is as no Rogue Vanguard or Vanguard faction enemy is mentioned either that I could find.
  2. Doomguide

    Couple Questions

    No I wouldn't think it would be necessary to scratch and start over the vast majority of the time. Instead as I leveled the next few times I'd place the new slots to make the current character build match the desired planned build.

    That said the early levels do fly by generally so if your current build is vastly different from a planned one then it's also not a huge issue to start over either. The lower level and newer the character is the more true this will be.
  3. What's your primary? At 24th what would you have done on your /Regen? At 24th you would have only Dull Pain (and you have HPT), both IH and MoG are down the road yet? Make sure the minions can and do fuel RttC ... if they are scattered use LoS (and your RttC aura) and get them bunched up. Is it all bosses from various enemy groups or just the ones in an arc you currently running? Is something beside the boss setting you up for defeat by the boss, a minion with -regen, -resist (or both) powers for instance and might be worth taking down before the boss?

    Might just be your current level, you're 24th. The next few levels could be very "big" levels in your survivability. At 25th another row of inspires, 26th for some primaries (like Broadsword) you gain a hard hitting primary attack. But yes, when all said and done on /WP at pretty much any level you either have enough regen, defense and resists in your build before the encounter or not. On the fly in a fight unlike /regen you don't and won't have any clicks in /WP to help outside of SoW, which like MoG is down the road a ways yet to even have as an option. So if it remains an issue post your build and perhaps an answer beyond "charge" will be more likely to come back

    Edit: And whew did this thread add a few posts while I was typing or what
  4. Look in your vet badges .. there will be a button on the badge for claiming the rewards
  5. A quite valid point ... and if you are routinely going to be sweeping against large mobs then yes you want aoe's. I was referring however specifically to tackling hard single targets where aoe's vs single target attacks is not generally very endurance efficient. Then again if ones scrapper has never just let loose on 1 or maaaaybe 2 targets with Shockwave just cause they looked at you funny then maybe said scrapper needs his scrapping license pulled
  6. Unless you plan on routinely going solo against Pylons and AV's (in particular doing so without using inspires) then yes you can do without Aid Self. And if you do then I'd be asking why you have or want all 3 aoe's in such a solo focused build.
  7. For IO sets I also use Doctored Wounds though usually I only use 5 of the set in both HA and HO. As far as the common single aspect IO's the slotting you use for these is basically the same as with SO slotting ... 3 Heal with recharge and endred to taste.
  8. Yep the last two builds look quite solid. Things I'd still be looking at are Slash, I'd want a 6th slot to place an Achilles -resist proc. And Hasten where it is and with the slotting feels a bit like an afterthought. I'd want to try and move it earlier in the build and get it 3 slotted or consider something else altogether at 49th
  9. For Follow Up I'd go with something like 5 Crushing Impact and either a Dam/Rech from another melee set or an End/Rech out of one of the To Hit Buff sets. You want to use Follow Up as often as possible to buff yourself. Therefore you want it to fire often and hit reliably. Since it's now part of your attack chain you want it to do as much damage as possible. I'd be looking at moving a slot off CJ and SJ to get Follow Up to 6 slots. I suspect needing only 2 of the Zephyr sets (dropping the -kb) will make it considerable cheaper to aquire as well.

    Tweak Tough to include the Steadfast resist/+3% def (there goes the influence you saved ). Maybe move a slot from Tough to Health and grab the Numina unique and use Tough merely for holding the Steadfast.

    Put sets of some sort (either GotA or LotG) in your auto defenses.

    That would be where I'd start anyway.
  10. Yeah just noted I was off Cat *sigh* sheesh, personally this has been a chunk of my gripe with PvP from day 1 ... 2 sets of rules both of which seem to be in constant flux with exceptions to both.
  11. Well just popped in and out of Siren's Call and Bloody Bay to compare some numbers in my Combat Attributes:

    In Bloody Bay only my 2 Purple sets seemed to be adding to global recharge. Both are in powers not available at 25th (Atomic Blast and Oppressive Gloom). None of my other sets appeared to apply even if the powers were functional. This was expected as the majority of my sets consist of lvl 32 enhancements (even Neutron Bomb is 4 of 6 lvl 32 enhancements even though it's my lvl 35 choice). At level 50 without Hasten my global recharge bonus is 93.75% currently.

    In Siren's Call my bonus was 65%:

    20% from Purples, 25% from "Moderate Improved" (3 Doctored Wounds, 1 Adjusted Targeting and 1 Crushing Impact sets). 12.5% from "Large Improved" (2 Decimation sets), and oddly one 7.5% LotG def/inc global rech. I say oddly as I have 4 powers with the LotG inc global rech, 2 of which are in powers active in Siren's but none of which are lvl 33 or less (all 4 are in fact lvl 50 enhancements). DR or bug?

    This leaves 3*7.5% LotG +/- the issue of DR or buggy
    and 6.25 from a Positron set in Neutron Blast to account for my PvE lvl 50 global recharge of 93.75.

    Both my Neutron Bomb and Irradiate have 4 of their sets at lvl 32 or less (Scirocco's and Posi respectively) The 5th enhancement of each set is the damage proc in those sets. The Scirocco's is 35 and the Posi is a 34.

    The 5th bonus for those sets is AoE +def and +6.25% rech respectively. And both bonuses are gone when I zone into Siren's. However the +accuracy global from Neutron Bomb is gone as well, while one in Irradiate is still present which would lead to the conclusion the power needs to be active for a set bonus to apply. But see below ... no wonder it's confusing

    One further oddity ... the Combat Attributes indicates my Steadfast resist/+3% def is functional in Siren's. It's slotted in Dark Embrace. It's a lvl 30 IO in a lvl 44 power choice. Mid's indicates the +3% def is a set bonus so either Mids or the Combat Attributes is off or something else is at work.

    OH Arrrgg .. the +accuracy global is the same, which indicates the set bonus is active in an inactive set (in Neutron Bomb) .... grrrr my BAD. But off to Ouro now see if I've been inhaling something odd about PvE also. Too much toggle and running back and forth.
  12. In very bizzare ways as well. Attempted to start a Posi TF the other day. 3 characters, one quit off, the other stayed but not logged in as my character was going to solo it. I get into the first missions against Epidural ...everything is conning grey and I realize I'm not exemped I'm still level 50 with all my powers intact. Finished the mission (Epi took 2000+ damage from a headsplitter :P) and exited. Once outside the I was no longer on the TF and my nav bar had my normal lvl 50 stuff in it. Now curious we restart again ... more or less the same thing with twists (initially I was exemplared, but after entering the first mission the exemplar went bye bye). Upon exiting again the TF vanishes as if it never occurred. After sending a /bug and examining the team makeup etc the only thing we could see different from the previous runs was the character that was still logged in with me still had an AE mission .. finished but with "return to contact" showing.
  13. First off I'm not a pvp'er but

    1) You must be within 3 lvls of the enhancements providing the set bonuses so outside of the DR part this would be true to my knowledge. Far as I know DR hits you based on the % bonuses much like ED but again I'm unfamiliar with PvP and DR.

    2) This is untrue (except for Purple sets bonuses) in PvE. I would be very surprised to find PvP is different in that regard (and have never heard such). If the power is not active, outside of Purple set bonuses, I would not expect the set bonus associated with that power to work ... That's pretty much what makes Purples so nice for exemplar work.

    3) Basically true ... again it's an exemplar situation if you are 31+. All the slots in a power (regardless of what level they were placed in the power) will all count for powers taken 30th level and lower, but the scaling for exemplar status starts to apply to all of them. Note that the set bonuses are not effected only the bonuses of the individual enhancements by exemplar scaling.

    4) Purples may only be placed by a character at 50th lvl. A 47th lvl character despite "being within 3" of the enhancements level cannot use Purple sets. Those sets bonus apply regardless of what level the character is exemped. The individual purple enhancements AFAIK are scaled as per any enhancement value is by exemplar.

    Hope that helps and someone more know how in PvP points out any differences between my PvE and PvP knowledge as needed.

    Edit: for clarity, response to 3).
  14. Yes +to hit is far far more dangerous to /SR (and defense builds in general) than +acc as a general rule in PvE.

    Edit: Nearly everything in that equation can be buffed and debuffed as well. In addition many of the to hit debuffs and defense debuffs can be resisted. /SR, in particular, can gain a great deal of defense debuff resistance, for example, making it very difficult for a cascade failure in their defense to happen.
  15. And because of the way defense and resistance work resistance tends to be a flatter survival curve ... whereas defense is an increasingly sharper curve as you near the soft cap. A little bit more resistance almost always translates to a little bit more survivability. A little more defense is either a little more survivable or a TON more survivable depending on where it sits in the curve. A low level (pre-SO's) /SR is on the low end of the curve, a soft capped /SR is on the high end of that curve.
  16. In the Guide to Guides section (under the "Other Combat Mechanics" section) there's a Guide written by Arcanaville on Recharge (with enough math to make anyone not comfy with math woozy) but essentially:

    New (or Desired) Recharge = Original Recharge/(1+ Recharge Buffs)

    or 90 = 500/(1+n) which if I'm understanding it and doing it right yields about 5.55 recharge needed ... or 555% and again if I'm correct the cap is 500 so its impossible to perma the Auras.

    I can say my planned build (nearly completed) for my Emp/Rad has perma Hasten and perma AB and a global recharge including Hasten of about 182% and her Auras still have a downtime of about 40 seconds (recharge is a tad over 130 seconds). On the good side this means they are up more often than down.
  17. Don't believe its possible to perma either Aura ... close but no cigar. As far as I know the theoretical limit on the recharge (a hard cap) for any power is 500% or 1/5 the base time. Both Auras have a base time of 500 seconds, 1/5 of that is 100 seconds, they recharge in 90 leaving you at absolute best with 10 seconds gap.

    That said I'm not a numbers expert so if someone who is knows otherwise ...
  18. Doomguide

    Emp/Sonic

    Yes exactly what I do anyway ... then again it's not available until level 35 so prior to that it tends to be other things like Howl, vet attack, throw a buff at someone etc. Shout is a nice finisher but getting locked in that animation is problematic at times so while one might take it I'd personally respec out of it once I had screech, slots for it, and was ready to use it in the chain.
  19. Doomguide

    Emp/Sonic

    The things I see that I'd be wanting to change at this point that don't strike me as quibbling ...

    Clear Mind- default slot is plenty and all it really ever needs.

    Scream- or rather the lack of it in the build. Personally with the ability to combine to create on demand awakens I'd skip Resurrect (and if I took it it would be much later and likely on one of my builds only) and grab Scream.

    Fly- While 3 slotting in a mature build for set bonuses etc. is an option this early I'd be going with just the default slot ... other things such as Air Superiority and Scream would give you far more benefit.

    Recovery Aura- I'd have picked this asap. As is it's not horrid or build breaking to have it at 20th but just the same. 3 slots is all you'll need here outside of potential set considerations later.

    Rianna Sidhe (Emp/Sonic/Dark)
    Reyna Morningdew (Emp/Rad/Dark)
  20. Sleep Grenade- bleh, of the 5 this is easily the most skippable unless you plan on muling a sleep purple there. Had it initially, respec'd out ... between my own aoe's and the fact my character almost always teamed with 3+ other AR/Dev it was hard to tell if it ever did anything.
    Cryo Freeze Ray- fast firing, fast recharging easily stacked, effective hold.
    Body Armor- auto, good for holding special IO's etc as has been mentioned several times. Nice as my 49th lvl power selection as doesn't yell for more slots to do what it does unlike the Hold, Rocket and Surveillance.
    LRM Rocket- No way I'm skipping this ... way too thematic for our all AR/Dev sg and team. Packs a nice whallop so hardly a tough choice anyway. One Rocket and multiple Full Auto's fired after massed hits by Surveillance is one scary obliterator of mobs.
    Surveillance- solid choice and particular when stacked up with other resistance debuffs makes for sad EB/AV's. Takes an Achilles chance for -resist proc as well.

    Agent Topaz (AR/Dev/Munitions)
  21. I like

    I'd love to see Screech in there somewhere. No idea what I'd give up though. Howl, no way, Provoke .. maybe normally but not for this build too much fun watching foes charging into my hurricane and thoroughly having the ability to hit me at range obliterated Shout, maybe but it hits like a truck and this build isn't about stacking -resist so much as "you missed try again"

    I'd consider swapping Call of the Sandman for Lethargic repose myself for the heal proc but hardly a massive need one always has green inspires for the lucky hit that gets in.

    Build not only looks viable but fun and darn right nasty, particularly for solo work.

    Edit: About the only thing that occurs to me is keeping an eye out for the multitude of ranged defdebuff that this game has ... not much you can do except pop purple and orange if you see it happening.
  22. 6-slotting Hasten might be a good idea pre-SO's or in a late, mature build with sets where the difference yields perma-Hasten (and perma-AM) while building with just common IO's or SO's those extra 3 slots are much better used elsewhere. I'd move those 3 slots to RI and slot with them with to hit debuff (at lvl 27+ for IO's or with SO's).

    Next I'd probable drop Moonbeam for Gloom. Moonbeam is a very nice snipe, but it's a snipe. If you do want to use it in combat the -to hit in RI becomes even more important to prevent you from burning end on interrupted attacks. Then I'd move one slot off each NF and TT and put them in Gloom. I'd forget about slotting recharge in them and go with 1 acc, 1 endred, and 3 damage. (All this assumes either lvl 25 or 30 IO commons or slotting with SO's).

    LR requires a to hit check, if you don't intend to slot it further might consider slotting acc in the base slot over endred. Yes RI has a large -defdebuff to it to help you smack foes ... but the sort of foes you really want LR to land on are usually harder to hit and resist the defdebuff (rather strongly if it's a +2 AV for example).
  23. Same here, none of my several /SR have the Medicine pool which is probable why I found it easier to drop it out of the build I offered than to try to work it in, particularly without extensively reworking power choices. It really boils down to personal preference and play style.

    So here's another version including Aid Self. I also took Stimulant instead of Aid Another, which if it were me would depend on who and what ATs I most commonly teamed. It's so close to being soft capped I doubt one would notice a difference. And well it has Aid Self now for when one might.

    Edit: Forgot to change back to a Doctored Wounds set on Aid Self when I swapped the Obliteration for Multistrike in Spin as the 5% bonus for recharge in Aid Self is no longer the 6th one.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Stinky Claws4_Nethershock (v4.00.i14 non-purpled): Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Fighting

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx/Rchg(39)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(17), Achilles-ResDeb%(33)
    Level 4: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-EndRdx/Rchg(7), S'dpty-Def/EndRdx/Rchg(25), S'dpty-Def(29), S'dpty-EndRdx(46)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(17), RechRdx-I(33)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(15), Mrcl-Heal(15), Mrcl-Rcvry+(48)
    Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Dev'n-Dmg/Rchg(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(43)
    Level 22: Quickness -- Run-I(A)
    Level 24: Dodge -- GftotA-Def(A), GftotA-Run+(37), LkGmblr-Rchg+(40)
    Level 26: Spin -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 28: Stimulant -- EndRdx-I(A)
    Level 30: Aid Self -- Dct'dW-Heal(A), Mrcl-Heal/Rchg(42), Mrcl-Heal/EndRdx/Rchg(42), H'zdH-Heal/Rchg(46), H'zdH-Heal/EndRdx/Rchg(50)
    Level 32: Boxing -- Acc-I(A)
    Level 35: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Dam%(37), HO:Centri(37)
    Level 38: Evasion -- GftotA-Def/EndRdx(A), GftotA-Run+(39), LkGmblr-Rchg+(39)
    Level 41: Tough -- HO:Ribo(A), HO:Ribo(42), S'fstPrt-ResDam/Def+(46)
    Level 44: Weave -- GftotA-Def/EndRdx/Rchg(A), GftotA-Run+(45), GftotA-Def/EndRdx(45), LkGmblr-Rchg+(45)
    Level 47: Agile -- GftotA-Def(A), GftotA-Run+(48), LkGmblr-Rchg+(48)
    Level 49: Lucky -- GftotA-Def(A), GftotA-Run+(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  24. Here's a slightly different version of Stinky Claws (as I dub thee). Dropped Aid Another and Aid Self ... for now. I was coming up about 5% shy of the soft cap while keeping them (and without pretty much rebuilding from the ground up which I wished to avoid). That 5% translates to roughly twice the damage taken leading to sort of a self fulling usage of the Medicine Pool. So bye bye Med pool hello Combat Jumping and ... hmmm Confront?

    Anyway fodder for thinking on.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Stinky Claws3_Nethershock (v3.00.i14 non-purpled): Level 50 Natural Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
    Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-EndRdx(3), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx/Rchg(39)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(17), Achilles-ResDeb%(33)
    Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-EndRdx(5), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(29), RedFtn-EndRdx/Rchg(46)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/EndRdx/Rchg(17), RechRdx-I(33)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(15), Mrcl-Heal(15), Mrcl-Rcvry+(48), RgnTis-Regen+(50)
    Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Dev'n-Dmg/Rchg(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(43)
    Level 22: Quickness -- Run-I(A)
    Level 24: Dodge -- GftotA-Def(A), GftotA-Run+(37), LkGmblr-Rchg+(40)
    Level 26: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), EndRdx-I(34)
    Level 28: Combat Jumping -- Ksmt-ToHit+(A)
    Level 30: Confront -- Zinger-Dam%(A)
    Level 32: Boxing -- Acc-I(A)
    Level 35: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Dam%(37), HO:Centri(37)
    Level 38: Evasion -- GftotA-Def/EndRdx(A), GftotA-Run+(39), LkGmblr-Rchg+(39)
    Level 41: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(46), S'fstPrt-ResDam/Def+(46)
    Level 44: Weave -- GftotA-Def/EndRdx/Rchg(A), GftotA-Run+(45), GftotA-Def/EndRdx(45), LkGmblr-Rchg+(45)
    Level 47: Agile -- GftotA-Def(A), GftotA-Run+(48), LkGmblr-Rchg+(48)
    Level 49: Lucky -- GftotA-Def(A), GftotA-Run+(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  25. Ah but Aett you were not wrong if there are 3 sets or IO's with -kb there are most certainly 2 ... Don't believe you said there were ONLY 2.