Elegost

I Survived PvP Bootcamp
  • Posts

    814
  • Joined

  1. Doesn't quite seem like DB, in that there aren't very specific combos you perform. It's more like, you have 3 "BU" powers and you have 3 "KO" powers ~ So it would play similarly to kinetic combat, in that you would "build up" using your faster attacks, and then finish with a burst or concentrated strike (in the short term, anyway).

    It's looking like 4 boosters and 3 finishers, probably, something like:
    1 booster
    1 booster
    2 booster
    6 BU (I'm guessing we won't get a standard BU here, that'd be a wasted opportunity)
    8 Finisher
    12 I'M CALLIN YOU OUT
    18 finisher
    26 booster
    32 finisher
    ^reordered for scrappers/brutes
    That's just a guess, but as far as the secondary effects go, they said they won't be focusing on just 1 type of effect, but it will be a magical mix of things (sort of like MA, I guess?) So KU, KD, Stuns, probably even slows/immobilizes.
    I was initially super excited about making an elec/ea scrapper with i21, now I'm not so sure that's what I want :[
    What I do want, and can't come soon enough, is a freakin Mids' update with the new goodies in it.
    MUST BUILD MOAR NAO


  2. Found this in the thread Bass linked to. Of course, it's the stalker version, but this version has a cone, AND an AoE, for STALKERS. that means the other versions are going to be hawt for AoE.

    Also, that little blurb at the bottom is enlightening.
  3. I know building can be difficult if you haven't been doing it for a long time. I still have that problem when I try to build a WS or MM in mids, it's just so different compared to my other usual building styles.

    You should not have accuracy problems if you keep tactics. If you drop it and just slot a kismet, the accuracy will not be perfect (95%+) vs +3s, but it will be better than it would be without one. Unfortunately, the ToD set lacks some significant accuracy enhancement value, and they don't bring an accuracy set bonus, which is fairly common in other sets.
    If you don't know how to check it, you can do the following:

    Options -> configuration -> exemping & base values -> Base ToHit: [____]

    Set that number to 48. This is the base accuracy versus +3s (it's 45 for +4s). After you set that value, OK out and check your accuracy of your attacks. If they are at or above 95%, you are still at a max hit chance for targets that level. Make sure, however, that you un-slot the Gaussian Boost Up proc from tactics (if you have it). You want to see the enhanced tohit value from tactics, but not with the Boost Up proc active, that will produce incorrect values.

    For regen, you want spiritual partial core for the t3, and Core Paragon for the t4 (if/whenever you get it). There is literally nothing better.

    ~I forgot to mention one of the other good points of the build. When you throw shadow meld (with the slotting I had), you get up to *just* under 59% defense to all three. 59% being the incarnate softcap (since their base tohit value is 64%, rather than the normal 50%). So you're much safer when you use Shmeld ~ very useful in all three trials (for survivability, or just glowie clicking).

    ~About your new build:

    Everything's pretty much fine, save for 2 things:
    health doesn't need a miracle straight heal, you'd be better off with a straight lvl 50 heal IO. Better yet, since FH has better base values than health, you should put the miracle unique in health, and put that IO into fast healing. The difference is about a 16% regen gain.
    The other thing is just something to be careful about:
    The kismet unique doesn't quite work like other uniques (steadfast, aegis, etc). You *have* to be using the power it is slotted in for it to work. Because of that, I typically put it in weave, because weave never gets toggled off or on (whereas CJ sometimes does). Since you don't have SJ to detoggle CJ, it probably won't be a problem, it's just something to be aware of, really. :]
  4. ooh boy. I'll identify issues down the list of powers

    Fire sword: if you're going to use it, it'll need more than just a 4 set of kinetic combat (the enhancement value alone is trash).
    Fast healing: the enhancement value for the entire numina set is better than what you have slotted in integration. Since integration has higher base values, it should get the full set. Also, integration actually costs endurance, so you should use the full set to decrease its endurance cost.
    Cremate: fine
    Reconstruction: this should have a doctored wounds, just like Dull Pain. This power is too important to leave underslotted.
    QR: .33hp/sec is not going to help when you're packing 50-60hp/sec at minimum. Slot QR with a full set of perf shifter (if you want some AoE defense). QR has a higher base value than stamina, so it should be enhanced more than stamina.
    Hasten: groovy
    DP: groovy
    Tough: this is pretty much the only resistance you're going to get. Make sure it has some good enhancement value. Sets based on what bonuses you want.
    FSC: Slotting depends on what bonuses you need, but 6 full slots are good (oblits or eradications in most builds).
    Resilience: either a glad armor unique or a steadfast works
    Weave/Maneuvers: you're not reducing your endurance costs at all with this slotting, and your total recovery can't handle your toggles + attack chain (whatever that may be). Enzymes are a good choice if you can't get them more than 2 slots.
    Incinerate: same as FS
    IH: Groovy
    CJ: *could* drop that extra slot, otherwise fine
    GFS: Fine if you're keeping it, only concern is its recharge for whatever chain you want.
    BU: Fine, would be preferable to get 1 more recharge in it
    MoG: Ew. 5 aegis would be better in tough, MoG should just take 2 rech IOs and a LotG since its def/res values are already high enough unenhanced.
    Mu mastery: That slotting is fine, but as a whole, I would highly recommend getting soul mastery instead. It's the same 2 power picks, only you get shadow meld instead of ball lightning. Also, if you have the power pick, you can get the widow, which, with a full blood mandate set, is worth 7.5% range/AoE defense (It's also moderately useful in things like BaF).
    Tactics can take a full Gaussian set for even more m/r/a defenses.
    Revive: meh.
    Health: enhancement value is higher than both FH and integration... For the previously mentioned reasons, this shouldn't be the case. also regen bonuses go largely unnoticed.
    Stamina: see QR
    ~~
    I would highly recommend getting the accolades, with those, and enough recharge, you'll have hp cap with perma-dull pain, and you should have plenty of endurance/recovery with proper QR slotting.

    ~This is a build that runs incinerate -> scorch -> Cremate -> scorch with relative ease. It has more than enough recharge for perma-dull pain, but also has a 50% uptime on IH. Shadow Meld will be up pretty much any time you need it. The passive regen is right at 59hp/sec, which goes up to 163hp/sec (301hp/sec is cap, for comparison).
    Melee, Range, and AoE defenses are all over 30, but unfortunately not quite 32.5% (the magic ~30 number, as it's 1 luck from 45%). So that sucks, but it's all over 30, which is nice.
    The only other downside I can see is that cremate/incinerate are at 93.5% tohit vs +3s. where I'd rather it be at 95%.
    On the upside, it has SJ, because I still prefer having a real travel power.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1435;691;1382;HEX;|
    |78DA65935B6F524110C7F79443114A2F480BBDD10BD00BD09E826D62E28B0FB6D55|
    |6A8B4A80F6A25C7766D8904C88126FA666234D147AF5FC0EB2733B6A5F5D1379C33|
    |FF2D213904F2DBFDCFCCCEEC0C9B7BBEEA17E2E575A1F5DD289BF57AB1B06799B59|
    |AB43C5B66E3C832CBC2238418BD508B395996D2582F49EB05D691B669553E9595BA|
    |3476E481AC48CB6C94AA95C046E5505AB2D2302E16FE7CB55A36B2D2AC952A07FD1|
    |79B7D69D50F4BB55EDEAF970E0E1B64F5F1AE5093727F64AD56DA330A0DB3FC8C32|
    |15AA47E562CEAC37A88A612A2F45BF57769DFC69E962B64B888C989D07128CB9249|
    |062ACDAEE1ABB0B1117B6B4E6510A9DA0DDD16CA92B0FDC66E839608BF19ADC5D70|
    |77BB1E10E644F743E011E3D22E50648C3F66BCA12837A2843BC57943247954299E2|
    |13EFB26495E48BA17A5F8508A0FA5F8518A1FA5AC937B0FDCDD3D1FF87E7DEF81CF|
    |8C812FC04746E813234C51BDAA94DE31972DDD22A95F1DD47F8FCF9EB80F6C33A67|
    |78002237697F196A202AA13813F7476445C3E064E1883A78C509391386304282A88|
    |5C5A10D71EBC4A3BDD2534320DA90387D0DA385A9B446B93686D123D5D40875D141|
    |556C58797F83EC36920C3885F612CAE3032CB8C771435A2728D20D728728D22D738|
    |72C5906B0EB936296A4C0D680C034A6040892C6301035AC48074728FA8BB4670D70|
    |975D720992655D5935F793053DF80EFC00FC6F44F46FC17234A51517560147FA318|
    |9025CB0CEED3358354B3B02C02BFE9DAF36AECF32DFA887F7E3C21FBB0144216AED|
    |1AEDB258EC9D950DD31CE387EE91C38064E189953A0C9D8A01AD2EA1F9DB6471211|
    |E37AFB79D2D7CE3AA9B75F602BE9B0A61D4AC6A12C3B94158792752879BDFDCC85C|
    |68A77A0FD925B4D1F59B54EEB79A7B2A9D9D33F7338FDED54A6B809B6DEDA0ED252|
    |5D72D7673718EB271D6BB3639DEF58FF0718BAFBC4|
    |-------------------------------------------------------------------|
    If you wanted more recharge, you *could* switch the 3 doctored wounds sets to 3 panacea sets for 7.5% more recharge, getting the set to 70% total rech in sets, but the cost vs gain there is a bit one sided.
  5. Quote:
    Originally Posted by Cerulean_Shadow View Post
    How did that final build work for you? Any tweaks? I ask because I'm trying to respec my lvl 44 MA/Regen and am using your build as a template.

    I noticed you didn't add extra slots to health/stamina. I always triple slot each, out of habit, but that may be unnecessary. How is the build working for you?

    Thanks!!
    Since fast healing and Quick Recovery have higher base values than health/stamina, it's better to slot those powers first. Unfortunately, what does end up happening frequently is that some of those powers get stripped of slots to be used on other things. It's not *that* big of a deal, though. Passive regeneration is important, but you're not missing out on much when you steal those few slots away.

    As for recovery, again QR is better, but whether you need to add extra slots to stamina afterward is dependent on the build, and your desire to keep a consistently full bluebar. If you want to see how much endurance your attack chain takes up, take your attack chain, say, SK - CAK - SK - CS
    Add up the time it takes to run this chain (Activation times), and add up the endurance costs of each power. Divide E by T, and you get your attack chain EPS consumption. Add this to your toggle EPS and see how that final value compared to your recovery.
    If the values are about the same, you should be good to go. If your recovery is drastically higher than your total consumption, then you can steal a slot or two and use them somewhere else.
  6. Quote:
    Originally Posted by Syntax42 View Post
    Be sure to turn off the proc in Thunder Strike as it can cause misleading recharge numbers.
    Warning sign to me, seeing this being said.

    Does the FF proc actually work in thunderstrike? I assume it works for the initial target, but I didn't think it worked with the AoE portion, and if that's the case, it's definitely not worth the slot.
  7. Grats, first off. I still haven't tried this on the katana/regen yet (I should really get on that...)

    However, I'm curious if you actually did this without dying or not... because you didn't set any death limit, so it didn't report your death count, if any. Also, you didn't really say if you died or not, so that made me more curious.
  8. Quote:
    Originally Posted by Blue Lava View Post
    and tried to get a couple of Mako's Bite sets in there for their recharge bonus
    I think I see an error.
  9. Quote:
    Originally Posted by Nihilii View Post
    I go with ET -> EP -> TF -> BS.

    Which is almost the same chain as Elegost, alternating the big hitters so I don't get stuck for 6 seconds in a row animating.
    I would probably do the same, for the same reason.

    ~1k posts, yay. I owe 80% of that to the scrapper forums
  10. Elegost

    X/Ice armor

    don't stalkers get a higher crit chance on sleeping targets? Wouldn't that be like... extremely awesome with frozen aura? Surely they wouldn't keep that in.
    I'm having a hard time trying to figure out what power would be dropped for AS looking at this... I'd want ice patch to remain (and not take you out of hide when used), and I'd want frozen aura to stay for the above reason... my hopeful guess would be:
    1 ice barrage
    2 ice sword
    3 frost
    4 AS
    5 BU
    6 Placate
    7 ice patch
    8 ice slash
    9 frozen aura

    a set most similar to elec melee. Unfortunately, it seems more likely that FA or ice patch would be dropped :/ which blows either way.
  11. Quote:
    Originally Posted by Grey Pilgrim View Post
    Are further animation customizations planned?
    This is something I'd like for them to get to asap. Weapon sets and those that use similar animations (fire melee, ice melee, etc) could use a facelift, as well as any power that makes you do the Y (in YMCA) (like sleet, rain of fire, ice storm, blizzard, etc). More alternative animations and another batch of weapon customization are long overdue, aside from the obvious pool customization (which we're pretty certain is coming down the pipes by ~i22ish)

    New question that won't be answered: Will all the currencies for incarnate content be upgraded to the same system once we have the entire tree available? I see no reason in keeping >=3 currency sets for what will essentially be the exact same content.
    As far as I can tell, it's only using multiple systems so we can't hoard shinies and then just buy everything in the next issue, but if the game was released with this sort of content, this type of issue wouldn't have arisen.

    Question 3 that also won't be answered: Is The Coming Storm Rularuu Himself? Because I see no better entity than a god to fight - when we're slowly becoming gods ourselves. And Shadow Shard content needs a freakin facelift anyway (including CoP).
    I'm so ready for this praetorian crap to be over with so we can (hopefully) move on to Rularuu. It has so much potential that isn't being exploited.

    ~Edit:

    Question 4 that could potentially get a reasonable answer:

    Can we get some specific numbers/powers for Time Manipulation, and the ported/modified sets? (/ea for scrappers, /ice for stalkers, etc). I would like some insight into what's coming to be better prepared.
  12. Quote:
    Originally Posted by bAss_ackwards View Post
    I mean, why can't Tanks even have Claws and Regen?


    That's why
  13. Looks like just ET -> TF -> BS -> EP
    Although, firing ET that often would likely be dangerous, depending on your secondary.
  14. on a willpower you want to build for typed defenses, and hp, while squeezing some extra regen in there if you can (but don't make it a priority). WP starts with a gaping s/l defense hole that needs a lot of help filling. make sure you get 5 kinetic combat sets in there to close the distance.

    Don't worry about getting to soft-cap everything. 32-32.5 f/c/e/n should definitely be enough. If you can get to 45% s/l, however, that's golden.
    If you want a clicky to help mitigation, you can pick up shadow meld from soul mastery. This is a *very* useful tool for toons like this. The tradeoff is basically... do you want another AoE (ball lightning)? or do you want more mitigation?

    WP doesn't benefit from recharge at all, but there are 2 main methods for playing kin melee. Either the recharge heavier route (taking QS, skipping FB) or the light recharge route (the opposite, skipping QS, taking FB). Your attacks will feel much faster if you do the higher recharge route, but depending on your building style, you could do either one.
    On my km/inv (which builds pretty much the same way as a km/wp) I went with the recharge intensive route, just because of how much faster it felt (I really don't care for FB, as well).
    The benefit from a high-recharge build, however, is that PS will be up more often, thus meaning more ramping, meaning more damage output. Also, the faster attacks means you'll ramp up a little faster, which helps in teaming where it's more difficult to keep up a fueled PS.

    KM attack chains are all pretty close to each other in terms of DPA, and this one can run BB-> SB -> BB -> QS ->SB ->CS
    (so your 5th PS ramp fuels that CS. It makes for an amazing *chunk*)

    Anyway, here's the build I did.

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

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(25), HO:Nucle(25)
    Level 1: High Pain Tolerance -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), Numna-Heal(33), Numna-Heal/Rchg(33), Numna-Heal/EndRdx(33)
    Level 2: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/EndRdx/Rchg(17), KntkC'bat-Dmg/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Acc/EndRdx/Rchg(31)
    Level 4: Smashing Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(15)
    Level 6: Power Siphon -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(7), RechRdx-I(7), RechRdx-I(11)
    Level 8: Fast Healing -- Numna-Heal/Rchg(A), Numna-Heal(9), Numna-Heal/EndRdx(9)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(34)
    Level 18: Burst -- Oblit-Dmg/Rchg(A), Oblit-Dmg(34), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(50)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(21), P'Shift-EndMod/Acc(40)
    Level 22: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx/Rchg(50)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(43)
    Level 32: Concentrated Strike -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Acc/Dmg(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42), HO:Nucle(42)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 38: Repulsing Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(40)
    Level 41: Dark Blast -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg/EndRdx(46), DisWord-ToHitDeb/Rchg(46)
    Level 44: Shadow Meld -- HO:Membr(A), HO:Membr(50)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(46)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1436;694;1388;HEX;|
    |78DA65935D4F1341148667775B81F2D552A01428B515EC172C54D00B63628C6882D|
    |2A4B5515090BA96115636EDA65DA2DEF91B34D10BFD05EAFFF2CA8F4B133FEAE979|
    |8752D226CD33FBCE9933EF9C395378B93E24C4EBEB421BB9E958CD66A55C6D58AE2|
    |B1BFD8563CFF2EC7A4DF40921622772A5201D29CDBB764D7A76B572C3F3ACEAD174|
    |67765D3E93B5A634B76CC771EB2F6423B4513B940D59F3CC93C150B15E77CC4D69B|
    |976ED60983F6EDB07871E7D05F8ABEC4AB93F7A12B52F1BCD43DB8DDE72EDAA59F6|
    |2CE788B629D78F9D4AC16A7AB2F16A8AEC65E9BF1D12EAD7F2892221297C65C6588|
    |931750FB846F01BE241FB5C1AC7FBC51A0DF2626E05C833CEDF07CA4089F130A416|
    |D12A0DBB8C207D109B05B1CBD873C1A96CC6235A65286F464A6F4B8134632803641|
    |92339C60E85FB799B96E1FF4852589CFB00E4385F00D8A623F4E1087A1F6CF6C374|
    |BF724B0103081003132C4D923408491B84B43CCE88D0CC304C8AE119837D9334AAB|
    |1117D149913C89CC0767BE434A4CA11FACBE613BF1917FE00FF8016232F38ED0EA5|
    |0DC383117ECF33E36F81378CD43BC616C54DA8B889391AA4C4641C483216130C8DE|
    |2227061447029595CCA226E63117763505C54E58B22DF34F24D235F1EF976296E46|
    |D57506359A458D66830C1F05C454400C0159CC6411F7848A1257171E879579184BC|
    |151068E32AA19939430A9122671B9F367B04B091754C28555AECEC535E032700595|
    |BBC4F84A754E235C4F7FE2D659FA027C66FCA2579F438096BB0A1379C5109931951|
    |9F34C8B2CE3907B14B0A23A652542524CCCFA3AAFCF38FBFA3238FE12CE1DF7755E|
    |5D2B7BBAA6FDD9A2643D4ABE4759ED51D67A94CD1EA5E8EBBC5BA1B13210ECBCC9D|
    |6B700CDAA77A22D71C17F744B77B82DBE774B698EFA792AE91A3A59470BEB68E8C7|
    |817685B18BD5357EDA352E768D4B615AA5C6FF0197DBE001|
    |-------------------------------------------------------------------|
    2300 hp, 64hp/sec baseline regen (rebirth stacking with this is awesome). s/l defense is softcapped, e/n/f/c is 1 luck from 45. Shadow Meld puts you over incarnate cap to everything (but psi... not quite there) which is very useful, hasten is almost permanent (doesn't really matter, but it's nice), and power siphon will hardly ever be down.
    Should be pretty hard to kill, and should have a good time killing everything else in the process.
  15. Elegost

    Energy Aura

    so you can sit at 60-80 defense before throwing overload? Why would you do that to yourself?
    The set will probably function like ice armor without a gaping hole (negative still has some pretty high defense)
    Quote:
    Energy Drain no longer has a healing component, instead it offers a small defense boost per target hit.
    This means, like ice, you can be at 45% normally, but can stack energy drain (just like energy absorption) to get up even higher, or even overload (with a healthy 40% hp boost), if needed (plus the DDR in overload is nice).

    Why even get barrier or Shmeld? I'm thinking nerve or spiritual, rebirth,
  16. Quote:
    -Poison Trap: This power now has an initial hold, has a recovery debuff and deals minor toxic damage.
    This needs some clarity... does that mean minor damage like... sleet? or minor damage like Rain of freakin fire?

    Also, 1/2 splash effects to poison debuffs now (weaken/envenom) make the set even more appealing.

    I'm glad there is a mass proliferation going on, I was worried they weren't going to look into older things that needed updating for a while. (Maybe a regen buff because all the whiny broots will complain? <3)
  17. as I said. Dark control.

    ~~
    EA is changing to be a bit more like ice armor. It's staying at about 52% DDR (86%ish when Overload is up), highly typed defense, some resistance to s/l/e/n (probably going to be 10-15% to each (which means you'll be at about 35% s/l with tough)

    Energy drain is essentially turning into Energy Absorption (from ice).
    Conserve Power is Energize (copy/paste)
    dampening field and energy protection are getting slow and endurance resistance added in,
    and entropy shield is getting a taunt aura that increases your recharge based on enemies in range (no specific values yet).
    the only +hp the set has is in overload unfortunately, *but* I've already tinkered in mids, and it's pretty easy to get to about 38% +hp (accolades and sets), and overload gives 40% hp at base, which puts you right around cap (for scrappers, +79% is cap), so it all works out.

    It's a set that soft-caps fairly easily, especially to energy (which is good for itrials), and it should be able to get to incarnate cap (59%) even more easily because of energy drain. Also it will never have endurance problems because of energize, energy drain, and overload, (post lvl 28, anyway).

    The only potentially bad thing about the set is the 52% DDR, but honestly, the set has everything else, so even I can't complain.

    EA is awesome. It's what ice armor should've been.

    Which, btw, ice armor for stalkers is rockin
  18. dark control is coming. I'm calling it right now.
  19. ^ I saw that go down. That was hilarious
  20. Quote:
    Originally Posted by Grey Pilgrim View Post

    Ele, when did Werner try to look for trials? The first few weeks of them, there were three trials at a time constantly in the peak hours, so that seems weird.
    I honestly couldn't tell you. It was made as a sort of off-hand comment in the scrapper forums a few weeks (months?) ago about how unfriendly the system is to soloists (like himself). I can't be sure what time zone he's in, although I did fairly frequently run into him in Talos at strangely late (0300+) east coast times... Maybe he's in Hawaii with Arcana

    A few days ago, (Saturday I think?) I worked a super early AM shift, and didn't wanna sleep when I got home at 11am, so I decided to run a Lambda instead (early in the day, Lambda doesn't require many bodies, not difficult, etc etc). If anyone on here joined that run (I know Bold Garlic was the first one to join), they can be a witness to how freakin long it took just to get enough bodies to even start the thing. I almost ragequit once or twice in the forming process. (Also, I think some other guy was forming a Keyes at the same time... that took 1-4 bodies from us).

    Luckily, we finally got enough to run it though, and shortly after, a surge of people came on and we instantly had enough for a BaF and Keyes right after. (and then followed by 3 more BaFs thanks to Mark, star-thief).

    So yeah, playing at non-high-tide times is kinda hard, for forming Trials, anyway. Maybe we should get used to something like Tips in the morning, TFs in the afternoon, Trials in the evening, PvP all night!
    Or some similar philosophy.
    Or maybe I just like to ramble late at night...
  21. 07-02-2011 15:34:15 Anti-Matter's Disintegration of your body deals 1464.03 points of damage.
    07-02-2011 15:34:15 Anti-Matter's Disintegration of your body deals 372.65 points of Energy damage.
    07-02-2011 15:34:15 Anti-Matter's Disintegration of your body deals 159.7 points of Energy damage.

    That was one burst...

    07-02-2011 15:34:21 Anti-Matter's Disintegration of your body deals 2635.26 points of damage.
    07-02-2011 15:34:23 You have survived Anti-Matter's Disintegration of your body, but the experience has drained your Endurance.
    There's another one.

    Note, I'm on Ele... max hp of 2409, which is always up.

    Here was another wave, same run:

    07-02-2011 15:39:05 Anti-Matter's Disintegration of your body deals 798.56 points of damage.
    07-02-2011 15:39:05 Anti-Matter's Disintegration of your body deals 39.92 points of Energy damage.
    07-02-2011 15:39:05 Anti-Matter's Disintegration of your body deals 106.47 points of Energy damage.
    ~~
    07-02-2011 15:39:11 Anti-Matter's Disintegration of your body deals 1464.03 points of damage.
    07-02-2011 15:39:11 Anti-Matter's Disintegration of your body deals 93.16 points of Energy damage.
    07-02-2011 15:39:11 Anti-Matter's Disintegration of your body deals 159.7 points of Energy damage.
    ~~
    07-02-2011 15:39:14 Your Reconstruction heals you for 740.06 hit points!
    07-02-2011 15:39:18 Anti-Matter's Disintegration of your body deals 2635.26 points of damage.
    07-02-2011 15:39:20 You have survived Anti-Matter's Disintegration of your body, but the experience has drained your Endurance.
    ~~

    So, again, only survived because I was at full hp. Unless you're right, and my resistances were debuffed or something so that damage went up and over 99.9% of my hp, or whatever.

    ~~wave 3:
    07-02-2011 15:40:01 Anti-Matter's Disintegration of your body deals 266.18 points of annihilative damage.
    07-02-2011 15:40:01 Anti-Matter's Disintegration of your body deals 71.06 points of Energy damage.
    07-02-2011 15:40:01 Anti-Matter's Disintegration of your body deals 53.23 points of Energy damage.
    ~
    07-02-2011 15:40:08 Anti-Matter's Disintegration of your body deals 798.56 points of damage.
    07-02-2011 15:40:08 Anti-Matter's Disintegration of your body deals 142.13 points of Energy damage.
    07-02-2011 15:40:08 Anti-Matter's Disintegration of your body deals 106.47 points of Energy damage.
    ~~
    07-02-2011 15:40:15 Anti-Matter's Disintegration of your body deals 1464.03 points of damage.
    07-02-2011 15:40:15 Anti-Matter's Disintegration of your body deals 331.66 points of Energy damage.
    07-02-2011 15:40:15 Anti-Matter's Disintegration of your body deals 159.7 points of Energy damage.
    ~~~
    07-02-2011 15:40:21 Anti-Matter's Disintegration of your body deals 3486.43 points of damage.
    07-02-2011 15:40:23 You have been Disintegrated. A portion of your matter is returned to Anti-Matter, healing him for 34128.3 points of damage.

    ^ 3.5k damage. I have no idea.

    Does that just mean, if you're not at max hp 7 seconds after you got hit, then you die automatically? Is that what it really means?
  22. just a short-ish story arc, nothing terrible. Should be fine soloing on a scrapper.
    You should definitely go spiritual. I'd say shoot for Spiritual Partial Core first. You can work on a t4 spiritual later.
  23. moar regen. Go for phantoms.
  24. I didn't slot them because I was showing potential without purples involved.
    Honestly, I probably wouldn't slot it in the set, not with a build like this, anyway, but that's just me. Others may disagree.
    To get soul mastery, you have to get Tip Missions from random enemy drops (they appear in your contacts window, under "tips"). You'll have to run 10 Vigilante tips (5 per day), then a morality mission to become a vigilante. Then you can travel to the Rogue Isles, where you can start running Villain Tips (again, 10, then a morality mission).
    After that, you'll be a full villain, and can pick up a patron arc from Arbiter Rein (at the front door to the main building in Grandville), and run the arc until it tells you you'e been granted their powers (You can pick whichever patron you want).
    After you get that ability, you can start running Rogue tips to become a rogue, and then Hero tips (back blueside) to returning to a hero status.
    It takes a few days, but it's totally worth it, MoG is a game-changer for a /regen.