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Posts
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Joined
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Maybe we could change resilience to a toggle and make it more like... res(all damage/mez?)
I know Des and I tossed around the idea of getting other mechanics into the set rather than just reverting to previous versions we can only revisit in the story books of ancient days past.
Heck, maybe it could implement something crazy and fresh like... IH adds some enhanceable regen as usual, but then also adds unenhanceable healing procs to your attacks (procs that hit you, naturally).
That way it still carries the enhanceable/unenhaceable portions, they're just carried out in different ways. Maybe the procs work identically to Fiery Embrace? That is, adding a certain percent of hp back to you, based directly on the damage your attack does? I think I'd like that. Would that even be possible, though? -
apparently I'm the only one still in favor of kat/regen :[
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Are you looking for a way to beat the odds? Go the harder route for a change? Regen is your best friend. Willpower is for those who want to just toggle up and go.
regen is also getting a buff in i22, true story
>.>
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For those who aren't familiar with the Path Setup:
Team 1 sets up on the north path just above the red arrow (the one just under C1)
Team 2 sets up between C2 and B1, to make sure those blue spawns don't get out, and to make sure the yellows don't get past them.
Team 3 sets up between B1 and B2, This is the easiest spot, because you only have to worry about mobs running east (you're the only defensive line against this wave), but killing the westward running mobs will help team 2 out considerably.
Depending on the league (too many unlevel-shifted, less damaging types, etc), it's also common practice to have 1 or 2 people around the two yellow arrows to watch any who escape the defensive lines, and 1 or 2 on the paths in front of the A1 and A2 doors.
This is entirely optional, however, and I personally prefer a setup without it. With enough communication (noting weak spots, leaks, etc), the "goalies" shouldn't be necessary at all. -
reactive currently doesn't seem to be affecting powers like sleet and rain of fire, so I would guess caltrops suffers from the same problem. Hopefully this will get fixed soon(ish) :/
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Build: Katana/regen
Price: Stupidly high (but not quite Werner high)
Goals: High defense without shadow meld, has a travel power, can cycle GC -> DA whenever defense needs to be highly stacked (to counter debuffs), can run the highest DPS Kat chain, over softcap melee with 1 DA, perma-hasten, more than enough acc versus +4s.
Weaknesses: passive regen is lacking, even for a regen. Recovery might be, but I haven't calc'd it.
Incarnate: t4 spiritual core, t4 partial radial reactive, t4 core barrier, (judgement/lore don't matter as much)
(ranged and AoE defenses should be at a 34 minimum with perma-barrier up)
Code:I think noting whether the builds have travel powers or not is also important, for future updates.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1421;700;1400;HEX;| |78DA6593D94E534118C7E7B4A7544A594A2D8B7463EF02A5055C88182E04146C13A| |0EA858ACD11C6B6B13934ED89D13B5FC025807AE985FB63F81EBE801BFA06F53BFF| |6F689AF4A4CD6FE63FDF36DFCCE49EAC7A8578B622B49EAB15A35E2FE4F76A46B52| |A6BAE9C512CEF09B7102270AA1572B22265EA866119A6116AAAABF2A134EB32B523| |8BD29435C32A1F98BE0DB3246BD2B452A703EFD6C14125959546B56C16BB31592F1| |74B16CD3C98E5AB52EEF79E5AEDCB5ABD54AE86D7AAE5BD54DE322A8F2853563E2E| |1B56C9300B39A36EC9DAD3212A2F4EFFE7769DF81A2E31E51022231C31404F023D7| |1209C607C23F8C5AAEDA5C14B884D1A4C8B176EA55020ED07598584E327E0FD050C| |FC01A2BF81CC09B0465E4EF6D29D5127F206818E10E00D03D311E02599BBD85C73B| |D47451DEF8057B4E2D63404722F133A9CE2CC926240B34D82216163A2045C23874E| |DE82DEC9993D9CD9C3997B387382330F907997DA7117C71B24A99B8B11DD23B0BA4| |E522F5BB97A6FC3AAEF16631B18DA01C6F3C0CC4DE090BC7CAA753E6E5D3FB7AE5F| |B58E7B16E50EC6B975EBE4E557B9FC6FD184B3878C2360FC1848BC0666DF001A790| |554D181067DC249CAA08A33B8806D0CCD01E10C3035CF47B0C8480347E435AC6A1E| |BE23EC1B70EE2EE31E10DC0526EE330AC026798DA8EC23499C834E5288D36B216E6| |CE2229FDB312D45548EC812CA8F5E02462F3396195780F80A2A1B23AF3115708C73| |8C33B2B432C9F11C939C6A8A5714BE538098BA8DB1790EBA00CC2C7213CF332E003| |E8A975499921C6F4695EEA7A5946A6AEA03ACE73E333E32BE00994F8CAFC00679A5| |D5254BDB67121241BDF93EE9679F57B65571C26F4B6FBE3DA1F156227AF385363AF| |B9A8FACB1E5B1ABE5F16ECBF841CBF80F8D355586368B7027AD520CD2DF566914AD| |FFD72AF1954CB7D59F6853326DCA629BB2D0A66CFB29BEAAF83F56E7E101| |-------------------------------------------------------------------|
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[the build Werner Posted]
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: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut- (A) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (7) Achilles' Heel - Chance for Res Debuff
- (A) Miracle - +Recovery
- (A) Doctored Wounds - Heal/Endurance
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
- (11) Doctored Wounds - Recharge
- (A) Performance Shifter - Chance for +End
- (11) Performance Shifter - EndMod
- (13) Endurance Modification IO
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (15) Recharge Reduction IO
- (A) Crushing Impact - Accuracy/Damage
- (15) Crushing Impact - Damage/Recharge
- (17) Crushing Impact - Accuracy/Damage/Recharge
- (17) Crushing Impact - Accuracy/Damage/Endurance
- (19) Crushing Impact - Damage/Endurance/Recharge
- (19) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Recharge Speed
- (43) Luck of the Gambler - Defense
- (A) Doctored Wounds - Endurance/Recharge
- (21) Doctored Wounds - Heal/Recharge
- (21) Doctored Wounds - Heal/Endurance/Recharge
- (23) Doctored Wounds - Heal
- (23) Doctored Wounds - Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (25) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Numina's Convalescence - Heal/Endurance
- (27) Numina's Convalescence - Heal
- (27) Numina's Convalescence - +Regeneration/+Recovery
- (A) Absolute Amazement - Stun
- (29) Absolute Amazement - Stun/Recharge
- (29) Absolute Amazement - Accuracy/Stun/Recharge
- (31) Absolute Amazement - Accuracy/Recharge
- (31) Absolute Amazement - Endurance/Stun
- (A) Aegis - Resistance/Endurance
- (31) Aegis - Resistance/Recharge
- (33) Aegis - Resistance/Endurance/Recharge
- (33) Aegis - Resistance
- (33) Aegis - Psionic/Status Resistance
- (A) Luck of the Gambler - Recharge Speed
- (34) Red Fortune - Defense/Endurance
- (34) Red Fortune - Defense/Recharge
- (34) Red Fortune - Defense/Endurance/Recharge
- (36) Red Fortune - Defense
- (36) Red Fortune - Endurance
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (37) Recharge Reduction IO
- (A) Mako's Bite - Accuracy/Damage
- (37) Mako's Bite - Damage/Endurance
- (37) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (39) Mako's Bite - Chance of Damage(Lethal)
- (A) Doctored Wounds - Endurance/Recharge
- (40) Doctored Wounds - Heal/Recharge
- (40) Doctored Wounds - Heal/Endurance/Recharge
- (40) Doctored Wounds - Heal
- (42) Doctored Wounds - Recharge
- (A) Jumping IO
- (A) Armageddon - Damage/Recharge
- (42) Armageddon - Accuracy/Damage/Recharge
- (42) Armageddon - Accuracy/Recharge
- (43) Armageddon - Damage/Endurance
- (43) Armageddon - Chance for Fire Damage
- (A) Regenerative Tissue - +Regeneration
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Recharge
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (48) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Performance Shifter - Chance for +End
- (50) Performance Shifter - EndMod
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Steadfast Protection - Resistance/+Def 3%
- (50) Empty
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Empty
Level 0: LEGACY BUILD
Level 4: Ninja Run
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Calvin... as you said yourself, that build is very bad... -
no, we're talking about every damage tick after the first one is accepting your global damage buff.
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I'd be satisfied with those numbers. My other concerns would be your accuracy versus +4s, if you can run at least the BF -> AV chain, and if your endurance is sustainable over a long time.
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Judgement is going to be so... meh... afterwards :[
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Not sure why shuriken is in there, actually... -
If you are on a Mark or Ele run, you will receive the good ol' boot. No questions.
Just sayin -
Message to the world...
BaF Trial. Do not turn off the guard towers.
Ever. It's rude. -
Quote:We found out that running multiple corruptors (our superteam) makes the sync reward pretty difficult.We would have gotten a pretty good sync on that one, except the person on vent who was relaying the damage of their glowie happened to be on our team. Whoops!
"ok, hp is at 90... 80... 50... .... crap. we just scourged it,"
over and over again >.< -
On a good run, I average about 5 threads, 5 astrals, and a rare drop table. That's basically 2.25 commons per run, plus 1 if you break down an empyrean. I actually have no problem doing this, but only because I run them all the time and don't have any problem getting VR drop tables. If you're having problems getting higher salvages, then I could see that being necessary.
I've finished getting all t3s on two characters now (and a t4 Ion on one of them), and I have seen no shortage of rare or or uncommon drop tables (and I've gotten...at least 3 or 4 Very Rare tables between the two toons), but I have *always* had a shortage of commons.
Threads also don't even seem to be random drops... it almost always seems like they drop at the same time and place for each trial... it's odd. -
we were at yellow dots most of the day yesterday... just like everywhere else.
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Nothing terribly major going down, just some odd priorities in your slotting...
No slots in smite? Give it some love. Shadow Maul, too.
Integration doesn't need endurance reduction or recharge, those slots can move somewhere (smite!)
resilience probably doesn't need 3 slots.
Soul drain needs moar recharge!
MG could use some more recharge as well
and MoG. Those slots should just be 3 recharges. Extra defense is totally unnecessary. -
I actually had a friend confirm this, he was having trouble on his MM pets receiving his reactive buff. When the GM responded to him about the bug, he was told that the buff *should* be affecting them (which it wasn't... oddly), and more importantly, it should stack up to six times.
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or the lag is messing with the tick rates against them as well...
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The model build I generally use is a splice between my katana/regen and Iggy's, naturally, with a heavy price cut. So yeah, right about the same.
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You should've asked me, we would've invited you! :O
You didn't have to leave :[