Elegost

I Survived PvP Bootcamp
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  1. regen set bonuses are just added pieces of regeneration that mean very little to you (10 or 12% when you're already sitting at 600-700%?) The set bonuses don't amount to much, and you should only build for them when it's not better to use the slots in other ways.

    As previously said, the highest DPS attack chain you can achieve is smite/sl/smite/mg, or in whatever order you prefer.
    I'm not sure what sort of build Uber runs, but I imagine it's something sort of like this:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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    Building for recharge, melee defense, and ranged defense.
    Note that build does use a glad armor +3% defense unique (which is 2billion inf at the least)

    I don't particularly have a solid opinion when it comes to non-sword regen builds going for positional or typed defenses because all of my experience is nested in a sword/regen. I have a spine/regen at 50, but I never cared for him, so he got the shelf.

    To compare with that positional defense build, however, here's the quick s/l defense build I threw together earlier to compare with your initial builds:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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    Personally, I like the positional better, for the reasons stated by Uber earlier.
    Single typed attacks will bypass your defenses easily if you just go for s/l. These attack types are becoming more common in the game (most clockwork lazrbeemz are straight energy, for example).

    These are just model builds, by the way, I am in no way trying to just feed you a build to copy and paste and pwn faces with.
  2. well, since Kat/regen and bs/regen build pretty much identically, I will forward you to the link in my sig. There we did some heavy discussion of extreme katana/regen builds for maximum potential in pretty much all the areas.
    If you're looking for something less expensive and slightly more realistic (not everyone can spend 11 figures on a single build), then I'm sure we can throw something together.
  3. Quote:
    in all honesty looking at the totals and turning everything on, the version 2 build has slightly lower dmg ressits however, the recharge is better, accuracy is better, to hit is better, and damage is better. All in all im liking V2 better, il wait a while before i make it final and apply it in game but is tehre any other holes or gaps?
    ~~Somehow this turned into a wall of text... my sorry~~

    First off, please don't use the long export form. All the junk at the end just fills up space that no one reads. Short is the way to go.
    Aside from that... yes, there are quite a few holes.

    Your attack chain, for example, won't be smooth if you want to run smite - MG - smite - SL (midnight grasp and smite are recharging too slowly).

    Siphon life is an attack, and should be slotted as such (or at least frankenslotted).

    You didn't pick up accolades or an alpha enhancement, if you got those, you'd be at hp cap without any set bonuses, thus making your triple numina/miracle slots wasted (which you wasted anyway, you have 3 of them not being used because of the rule of 5), same goes for the 4 performance shifters, the slots are wasted because you don't need hp sets, and you the recovery bonus you shouldn't need, either.
    I'm guessing this is because you're new to mids', not because you don't have them in-game.

    The 4th numina set bonus only affects the heal component of Dull Pain, which is already huge. It doesn't affect regeneration effects or reconstruction, so it's pretty much pointless to grab.

    Your recharge is *very* low. You won't even have perma-dull pain with that much recharge. Can you invest in some LotG 7.5%s?

    For your soul drain slotting... obliterations would be better: same recharge bonus, almost same recharge enhancement value, makes it actually do damage (which is good, as you're AoE light), and gets you some melee defense (which you are very low on).

    Getting Body Mastery on a /regen is generally a bad idea as well, the buff from PP is hardly noticeable compared to what you can already attain.
    Soul mastery is a good idea. For two power picks you can get shadow meld, which functions like a mini-MoG (a great alpha-soaker). This is especially awesome since you can Shmeld-MoG-Shmeld for 45 seconds of high survivability.

    If you don't want that, and instead want more AoE damage, I'd suggest either fire mastery or Mu (for fireball, a third power pick, or ball lightning, a second power pick).

    Other things to note:
    Fast Healing will have enhanceable regen resistance come i21, so that needs to be hard-ED slotted.
    Also resilience will be giving more resistance (9.38 at base) to all damage types, so it deserves 2 res IOs as well, pushing your res(all) up to about 14.7 (smashing/lethal would be about 32.3 with tough).

    I'm not sure why you would get spiritual radial instead of spiritual core... but going back and changing it would take a while, so I'll leave that one alone.
    I definitely prefer radial rebirth on my regen, but he's a kat/regen that packs a lot more defense than non-sword/regens can achieve, so I approve of you having barrier instead.
    Also, since you're a non-sword /regen, it's more commonly advised (especially by Claws...) to get smashing/lethal defense instead of positional (or just melee). This is because of the numerous amount of lethal guns we have in game that lower your defenses with a few hits since you won't have any DDR. If you just had melee defense, it would do nothing against any of those enemies with guns. Having lethal, however, will protect you (mostly, anyway).

    That's another suggestion... build for some defense. Your goals should probably be to get at least enough recharge for perma-DP and your attack chain of smite - mg - smite - sl, then start piling on some s/l defense. I just did a quick build that got up to 40% s/l defense with all the other important things (with barrier, that would be softcap s/l at all times). So it can easily be done, without purples too.
  4. Quote:
    Originally Posted by Amy_Amp View Post
    Guessing the first one is for the first target and then the 2nd one is for each additional.
    up to 10 targets, for a total possible +40% recharge.
    If I remember right, anyway.
  5. Quote:
    Originally Posted by mauk2 View Post
    I would go reactive, rebirth, void, and cimmy.

    Shield charge and void is a brutal combo.
    and if you're assuming just t3s, these suggestions would translate into:

    Partial Radial Reactive
    Partial Radial Rebirth
    Total Radial Void (I think this is the one with the debuff)
    and either Total Core Cimerorans for the hawt boss or Partial Radial Cimes for the 50% uptime (vs 33% uptime).
  6. Quote:
    Originally Posted by UberGuy View Post
    Woah. Where's that news from? I missed that one.
    A friend mentioned it to me in my i21 consolidated info thread in Victory, I totally missed it too.

    Quote:
    On top of that, is that Recharge a global bonus?
    I think that's just a little more enhancement value, so the procs aren't *just* procs. It does seem rather small, though.

    After reworking the res numbers, it looks like I'll be at:
    s/l: 35.9%
    f/c: 21%
    e/n: 16%
    psi: 17.6%
    Tox: 31% (with 1 recon up, which should be pretty much all the time).

    That's on top of 45/32.5/32.5 m/r/a defenses (and 17.2% psi)
    yeehaw, regen is awesome
  7. Finally, someone linked it to me:
    Quote:
    Originally Posted by Aquabladez View Post
    [Scrapper's Strike: Recharge/Critical Hit Bonus.50]

    The way it was explained to me was that it's adding 20% of the current crit chance (so, say, 20% of 5% means you instead get 6% vs minions, which kinda sucks), but it should still be slightly more useful in those other, higher crit chance, powers.

    maybe it's not really that bad, I don't honestly know . I *do* know, however that I will require those extra 3 enhancement slots to be able to cram this thing into my build while still giving FH and resilience some love, too.
  8. Quote:
    Originally Posted by War-Nugget View Post
    So the Scrapper IO is 20% of 5%? So.. the crit rate will be 6%? That doesn't seem like much of an improvement. I would much prefer a damage proc >.>
    Depends on what you're hitting, and with what power. Many attacks have the higher crit chance already, and you get a higher crit chance against any enemy classed above a minion.

    I wonder how well that would do in dragon's tail, especially after one used Eagle's Claw...
  9. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    take 2 slots from IH and leave it with Numina heal/rech, heal/end/rech and DW heal/rech.
    Resists numbers are as follows...
    s/l at 35.4%
    f/c at 22.7%
    e/n at 17.7%
    psi at 20.7%

    Wonder how that would score on that spreadsheet
    And of course it's gonna be sitting at 55%+ regen debuff res
    Recall that we will be getting 3 more enhancement slots at some point in the future (one at levels 25, 27, and 29), so we won't even have to pull slots from other places
    FH will get another slot in my build, yay! Resilience will probably be taking the other two for Res as well.
    If I can switch the ToD set out of SD and replace it with the AO set, then I should be able to drop the kismet as well and cram in that shield wall unique again, bringing my numbers up to those you have (psi is a tiny bit lower at 19.3%, but whatever). Also after using a recon we'd be at 32.7 toxic res (or 47.7 with 2 stacks or 62.7 with 3).
    At this point, I think the only other thing to cram into the build would be a regen tissue unique... and I'm not terribly worried about that tiny extra bit of regen at this point.
    Depending on how well enhancement boosters work, I *may* be able to steal a slot from DA and put that in FH or health for a little bit more... that's also worth looking into.
  10. Elegost

    Double XP Tally!

    absolutely nothing. I require i21 >.<
  11. well that blows.. I guess more lvl 20 enhancement slots is cool, but I'd still prefer more 50 slots for that 49 power :[
  12. no staves >.> no big weapons <.<
    nothing to see here
  13. I think 3 more enhancement slots, like you'd get 4 at lvl 48 and 5 at lvl 49 (or something like that) instead of 3. I didn't actually hear it myself, I'm just hearing this from scrapper forums/beta forums chatter.
  14. Last thing before bed:
    Synapse apparently said in a Ustream that they wanna add 3 more slots to us at some point, but couldn't now because it was borking builds or something, so i22 or 21.5 or something we'll be getting 3 more slots (FREAKIN YAY).
    This added to earlier epic pool unlocks (if that is actually changing on live), and enhancement boosters means all kinda of new build tricks are coming down the pipes, and I am super excited. I will never stop playing with mids'. evaar
  15. in other news:

    http://boards.cityofheroes.com/showthread.php?t=268149

    OH MY GOD KHELDIAN CHANGES

    ~Edited. Because Mod13 happened
  16. ... why can I pick up epic masteries at lvl 35 on test?
  17. Quote:
    Originally Posted by Stryph View Post
    and soft capped Res
    ~does not exist~
  18. but EA has energy drain which is now a copy of energy absorption. So it IS ridiculous o.O
    I think I got my level bump last night, so I'm gonna test my StJ/EA or Elec/EA after work. Should be interesting
  19. so... just at a glance, you could do something like:
    (C) ->(C) ->(C) => (F)
    SB -> RC -> HB => CU
    SB -> RC -> HB => SC

    Just an alternating chain between the uppercut and sweeping cross, so you can have plenty of -res all around. This would be good for a lower recharge build like a StJ/WP.

    I unfortunately don't have the time this morning to crunch out a max chain, though. Freakin work getting in the way of gamez! argh
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    I've ALWAYS slotted Fast Healing. I play a Claws/Regen, and I'm not really hurting for slots so badly that I have to gimp FH. SO, when this goes live I'll have 50% regen debuff resistance. (Which I suspect is enough to allow Instant Healing to overcome those ridiculous regen debuffs things like Longbow throw around)

    My reason for slotting Fast Healing is simple: I like a lot of passive regen on my regen characters. My main is sitting at close to 700% with just Integration running. I do that so I can heal back the piddly minion damage quickly and won't have to waste a Reconstruction on it. That's how I keep my DPS up, I try to hit my click heals as seldom as possible.
    I imagine that may be a bit more important on a non-sword/regen, it's definitely worth the sacrifice in my case, however. Ele sits at just over 600% passive regen, and after this goes through, he'll be at 44% Regen debuff resist (just from the base slot and spiritual). So that's not terrible, either.

    Quote:
    So, it'll be around 13-14% after it's slotted? Nice, might have a reason to put a couple slots in Resilience now. Between that and Tough it looks like I should be getting around 30% or so S/L resistance. That will definitely help my survivability.
    If you can spare the slots, hell yeah. a single steadfast unique will get resilience to about 10.6 res(all), which is 4 higher than it is currently with the same slotting (6.36 res). If you can cram 2 lvl 50 res IOs in there, that'll be just under 15 res(all), to mix with a 17.7% from tough (and a potential 3 more from a shield wall).
    I likely won't be changing the slots to either power, but that's because the build is too tight for any real modifications at the moment (only change will be to yank out the panacea unique from FH... that should've been a straight heal IO in the first place, anyway).
    It looks like about 35% is the new peak s/l resistance value for a regen (if you exclude things like glad strike bonuses).
    Keeping the same slotting, I'll be up to just over 31% res(s/l). So I'm still comfortable with the slot sacrifice.

    At this point, I think the only other thing I could ask for would be to change the enhanceable portions of IH and/or integration back to the full values, rather than portions. Or maybe make revive better for the twelve people that actually take and use it.
  21. the difference is: You have to play your secondary. :O
    OH EM GEEE
  22. Quote:
    Originally Posted by FlyingRed View Post
    SO....Elec/Energy brute with alpha and tier one judgement 1 hour 10 min ish. Killed everything on the map. Thanks Gnarl I had fun =)
    I've wanted to make one of these as a scrapper with CoH:Freeem. Is it as awesome as it seems? Because it looks freakin awesome.
  23. I definitely would have missed that, then. Thanks for the clarity, I'll stop worrying about it.
  24. Quote:
    Originally Posted by Auroxis View Post
    Well for the sake of trying to build the best attack chain, here are the current numbers for scrappers in terms of DPS relevant stuff(arcanatime and crits included):
    https://spreadsheets.google.com/spre...hmZlE&hl=en_US
    AoE excluded <.<

    Did you note that crit damage is unaffected by combo level? That could modify the numbers a tad.
  25. combo attacks give you combo "points," while finishers will do higher levels of secondary effects based on what that point value is at (1,2,or 3). Combat Readiness puts you at 3 points automatically. I think the uppercut gets more damage as your points increase? Some of the others might as well, I'd have to go back and check, mostly it's just secondary effects, though.
    It's pretty awesome, even without the combos.