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Posts
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Tried with < > instead of [ ]
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Trying to find a way to bind/macro my channel mod binds, but I can't seem to get them to work.
I've looked all over, and I see the layout for it, but they won't work. I've tried every way. I'll use my name as an example
/chan_user_mode [apex hotline] [Elimist] [-send]
/chan_user_mode apex hotline Elimist -send
/chanusermode apex hotline Elimist -send
/chanusermode [apex hotline] [Elimist] [-send]
I've tried all these combinations and more, and all I get is
Usage:chanusermode takes 3 args, you gave 5.
Sets user permissions for specified user on channel.
You must have operator status to set permissions.
Syntax: chan_user_mode <CHANNEL NAME> < PLAYER_NAME> <OPTIONS...>
Valid Options: -
I want to use thunder clap, oppressive gloom, and dark pit together. I haven't found the time to work the build, and I've got this extremely rough and unfinished build so far. Was curious what anyone had to say about the combination of power sets. Those are about the only 3 powers I'm dead set on taking. Life drain is a must I'm sure. Seems like dark consumption, soul transfer, and soul drain are obvious keepers. Never ran a storm toon before, so I'm not sure what is skippable. I'll check the forums and play around with mids when I get around to it, but I figured I'd post this for now.
I'm curious what most people build their stormies for? Seems like they draw alot of aggro, but they can control the battle well enough that they can survive without capped defenses. Especially with 3x mag2 stuns in this combo I've got. Am I off the mark? Should I set for recharge because of the focus being my 3 aoe stuns?
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Corruptor
Primary Power Set: Dark Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Dark Mastery
Villain Profile:
Level 1: Gloom- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Range
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Recharge
- (7) Doctored Wounds - Endurance/Recharge
- (7) Doctored Wounds - Heal/Recharge
- (9) Doctored Wounds - Heal/Endurance/Recharge
- (9) Doctored Wounds - Heal
- (A) Endurance Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (11) Stupefy - Endurance/Stun
- (13) Stupefy - Accuracy/Endurance
- (13) Stupefy - Stun/Range
- (15) Stupefy - Accuracy/Stun/Recharge
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) HamiO:Cytoskeleton Exposure
- (17) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense/Endurance
- (A) Gravitational Anchor - Chance for Hold
- (19) Gravitational Anchor - Immobilize/Recharge
- (39) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (39) Gravitational Anchor - Accuracy/Recharge
- (40) Gravitational Anchor - Immobilize/Endurance
- (A) Empty
- (A) Achilles' Heel - Chance for Res Debuff
- (25) Achilles' Heel - Defense Debuff/Recharge
- (33) Achilles' Heel - Defense Debuff
- (A) Ragnarok - Damage
- (21) Ragnarok - Damage/Recharge
- (21) Ragnarok - Accuracy/Damage/Recharge
- (23) Ragnarok - Accuracy/Recharge
- (23) Ragnarok - Damage/Endurance
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense/Endurance
- (39) HamiO:Cytoskeleton Exposure
- (A) Touch of the Nictus - Healing
- (27) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (27) Touch of the Nictus - Accuracy/Healing
- (29) Devastation - Chance of Hold
- (29) Devastation - Damage/Recharge
- (33) Devastation - Accuracy/Damage
- (A) Stupefy - Accuracy/Recharge
- (31) Stupefy - Accuracy/Endurance
- (31) Stupefy - Endurance/Stun
- (31) Stupefy - Stun/Range
- (33) Stupefy - Accuracy/Stun/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense/Endurance
- (40) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed
- (A) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Damage/Endurance
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (37) Soulbound Allegiance - Damage/Recharge
- (A) Empty
- (A) Absolute Amazement - Chance for ToHit Debuff
- (42) Absolute Amazement - Stun/Recharge
- (42) Absolute Amazement - Accuracy/Stun/Recharge
- (42) Absolute Amazement - Accuracy/Recharge
- (43) Absolute Amazement - Endurance/Stun
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (48) Recharge Reduction IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (25) Numina's Convalescence - Heal
- (34) Miracle - +Recovery
- (34) Miracle - Heal
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (34) Performance Shifter - EndMod
- (37) Endurance Modification IO
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I think learn2play is a little harsh? First attempt at soloing a major AV/GM. Not sure that not having an immediate success makes me all that teribad.
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Awesome. Thanks for the info. I would have never actually picked up the arc, I just figured they would never undo a nerf.
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Quote:I tested this a bit. With confuse, my mind dom can stack roughly 120 mags of confuse on a level 50 AV. On a level 54, I don't think I got him past the purple triangles, if I remember correctly. I think It was hovering at around 2 mags over the triangles, which isn't enough to actually keep him still/fight for you. Holds would be even harder, like you said.I'd have to mess around with what levels you can reliably permahold an AV at, but you can do it, especially lvl 50's. However, it's riskier and sometimes the RNG will screw you and the hold will wear off.
Confuse is a lot easier to stack since the duration is longer, so it gives you some leeway when you miss. The higher level AV's you won't be able to permahold so Confuse is the only option.
Also, if you have a high recharge build, Dominate will recharge in about 2 seconds, which is shorter than the above chain. Since the hold duration is shorter you pretty much wanna use Dominate as soon as it's up to minimize the chance of the AV breaking the mez. -
Quote:Nice
Now if only there was a way for our mind doms to tackle the stf...
Mass sleep on the patrons, kill all but 1, pull it to the tower, sleep it, stack confuse, let it kill the tower, then work on recluse? Probably a major task, and possibly multiple nukes..... but doable? -
Yeah, mine's energy. I took it partially for the power boost, but I think maybe it just doesn't have the damage needed. I see how psi would be better, both for the lack of resistances to it, and for the drain psyche. I'll have to use venom dagger more. And maybe reroll another dom.
. As far as ill/rads go, I have one, but I prefer the mind dom for soloing. A bit slower, but safer. I think I'll 86 the no-incarnate rule and see if I can get the actual master badge without the temps. Not sure if nrg with a tier 4 damage will pull it off, but we'll see. I mind roll a mind/psi as well. I like mind doms enough that I wouldn't mind having two.
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I tried it, but I couldn't quite pull it off.
Here's what I was equipped with:
- Mind Dom, level 50, incarnate unequipped (heard of this being done before, so i figure the incarnate is cheap) S/L capped, 180 recharge.
- Temps- All pet temps, venom dagger, power analyzer, 3 nukes
The first two missions were easy, just patience. Here's my issues on the 3rd mission.
2 AV's. With a mind dom, this should actually be a good thing. It was at first. I confused Requiem, and had him kill Romulus. I'm thinking what the best thing to do from here is, so you don't waste your nukes and temps, confuse an EB into killing Requiem. I'm pretty sure you can get this to happen.
I had trouble pulling it off. First: Requiem tends to kill the 2 EB's next to Romulus before he kills Romulus. Second: Pulling one from the canyon doesn't seem to work because they don't want to aggro once you get it up to the platform. I had them both confused, and they were standing literally hip to hip. But neither of them took a swing at the other.
I reset the mission, and I tried to park Daedalus somewhere in the air above the platform so I could use him once I cleared it. I'll try this again on my next attempt. But for now, it seemed like I couldn't get him pulled into the air before a patrol aggroed him. And he's impossible to keep alive.
I finally got fed up, and I pulled all my pets except the vanguard heavy, launched all my nukes, and went to town on Rommie once we'd killed Requiem. I just tanked it and had him to a sliver of health before he killed me. So it's definitely feasable with nukes. I'm just trying to kill Rommie using Requiem, and then kill Requiem, all without temps for this mission. Any suggestions? -
Hmm.... I could be remembering it wrong. Which arc is the demon mission on? I'll investigate
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Well.... I just assumed, since most women on the internet are old bald guys
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My best toon on my alt is my fire brute. Haven't figured out what non-AE mish I'm gonna pick up with him for Double XP weekend yet. Anyone have a good contact in mind for fire armor toons? Or even just your thoughts on the mobs? I know demons are good, but the old demon farm has a timer now. Are CoT mobs good for fire armor? I'm sure there are no more hellion arcs at level 50, so that won't do.
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Lol. I love this topic. Conflict encourages survival of the fittest, and SB debates are like the special Olympics. This is even better than my "list of uber sets" post.
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Lol, like I said, if you need it so bad that it's a good enough reason to complain about for an hour, or kick someone from your team, you're toon must be horribly broken and poorly slotted. You should rethink replacing /kick with /quit, so you're not bogging everyone down with your pathetic attempts at heroics.
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I think I must have been up all night or something when I posted that. Almost doesn't make sense to myself.
Long story short, health and endmod procs are perma only in auto powers. I'll say here that there is a great section on paragonwiki.com that has all the procs and how the conditions they need to be activated. You'll have to search for it yourself for now. I'll edit this post at a later time with a link to that. For now, my brother's waiting for me to hook this laptop to the TV to watch Easy A. So I'm off. Laters. See you guys on the 3rd when I head back to post from my christmas leave. -
Yeah, I pretty much mean that I'd rather SB others when I get around to it and actually play my character the way I enjoy for the rest of the time. If someone wants a SB bot that sacrifices all else to keep every character on the team permanently SBed, then they can pay for a second account and run their kin on it, if they think the 8th team slot is worth that.
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The tier 2 is actually about an 11% bonus after ED. 33% bonus to your powers, but if your attacks are at ED, which they probably are, then you'll only get 1/3 of that 33% bonus. So it's actually 11% for the tier 2, not the tier one.
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You're right. There are more than a few situational powers that you won't need alot.
Repulsion bubble- Use it on ambushes that rush an AV fight. ITF is a good example. I can't see much other use for it other than a panic button.
Mass hypnosis, sleep- The problem with this isn't with the powers themselves, or with the powers being useless. It comes from John Wayne types who refuse to lay off the AoEs and make use of sleep. I'm one of these types alot of the time, so I'm not saying anything bad about it. The worst problem with these though, is the fact that you can't get people to cooperate with you to make em work.
Telekinesis- solo power I think. I don't have it in my build. And with everyone running around all willy-nilly and knocking stuff around and taking out your targets, it's hard to line em up and pin them into a corner with this one. I imagine this one is good when you are on a small team, and you pin em to the corner while another guy pounds on em. TK is also a PVP thing, which i don't know much about. -
P.S. I'm worse in game than I am here. LOL. Just check the 2010 Triumph Awards.
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I realize I'm probably resurrecting an old post again, and it was intended to stir up arguments in the first place, but I'll actually make it useful.
In case you don't know how to make your buffing toons more effective, here's a way. I'm going to apply this to all my buffers when I get back to kentucky and get on my computer. Then I'm going to get back on this thread and talk some more trash, in the meantime:
Numpad Healing Binds from _tet_:
NUMPAD1 "+ $$teamselect 1$$powexec_name Heal Other"
NUMPAD2 "+ $$teamselect 2$$powexec_name Heal Other"
NUMPAD3 "+ $$teamselect 3$$powexec_name Heal Other"
NUMPAD4 "+ $$teamselect 4$$powexec_name Heal Other"
NUMPAD5 "+ $$teamselect 5$$powexec_name Heal Other"
NUMPAD6 "+ $$teamselect 6$$powexec_name Heal Other"
NUMPAD7 "+ $$teamselect 7$$powexec_name Heal Other"
NUMPAD8 "+ $$teamselect 8$$powexec_name Heal Other"
http://www.onlinegamecommands.com/ci...bindmacros.htm
http://www.onlinegamecommands.com/ci...escommands.htm
Substitute the power for whatever is appropriate. For a kin, SB would be the obvious choice. For an emp, I don't really see the point in Heal Other, when fortitude is probably a better choice. See someone's health dropping? Seems like it'd be harder to target the right person with these binds than it would be to click on the dropping health bar and heal it the old fashioned way. But whateva. I suggest we all do this with our kins and then come back to throw out our opinions on my flame thread again. LOL, I maintain 99% of my opinions about toons that need SB being broken beyond hope anyway. But I will grant that this will make SB a bit easier, and heckling of kins slightly less ridiculous.
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Forgot to mention, I had a luck proc in my avalanche attack, so I had slightly higher global recharge, but not much. I'd be really curious to see/hear about how the recharge alpha slot would affect this build. Since MoG and Meld are both at ED, or close to it, you'd only get about 11 percent more recharge to each power. I think it'd only take a second or two off each one. But considering how small the gaps between them are in the first place, I'd say it would still only leave you with a few seconds of relatively low protection. That's relative anyway, considering the fact that even when you're soft cap defense drops, you still have regen up past 1k, and you have 2 self heals and plenty of room for that self rez. Tier 3 alpha should hopefully fill in the rest of that defense gap.
One last important thing. I didn't realize that the switch left touch of fear in your build with 3 recharge slots. That's no good. I'd personally swap that with confront and 2 slot it with taunt and put one accuracy in that last slot. Just in case you need to back up the tank. Or pick up maneuvers/hover for the last luck proc..... or whirlwind for laughs. Lol -
Okay, I just finished my build. Yours might be a bit different, but it turned out to be better for me to chase recharge. Because you can get shadow meld now by doing the patron arc, defenses have just become a lot better. I got shadow meld down to 25 seconds and MoG down to 66. 30 seconds of "god mode" between the two, means that shadow meld will be back up before the two wear off. Meld for 15, MoG for 15, Meld for 15 again. 45 seconds. Shadow would be down for ten seconds, and then by the time it wears off, MoG would be back up. So during MoG's 66 second recharge, there would only be 10 seconds where I'm not soft capped (44% but whatever, who's counting).
It seems to me I've accomplished this without sacrificing the entire point of regen. Which is of course, REGEN. I used purple sets, and because I used crushing impact to chase recharge, doctored wounds became useless for my heals. I put numinas in them instead, which actually gave me more regen and healing power. This build is expensive, but it looks pretty good.
One downside is that it's high maintenance. But if you can't handle that you shouldn't be playing regen in the first place, at least from what I hear. I'm sure I won't always be on top of juggling MoG and shadow meld, but that's what the 2 self heals and all the global regen and inspirations are for.
It seems to me the best way to play this would be to space a few seconds between defense boosts, so that you have several 3-4 second gaps instead of one big 10 second gap. But you'll have to apply my build to yours, see what you come up with, and figure out how to play it yourself. hope this helps you.
--- P.S. DM should work for this. 3 single target attacks, and you can slot dark consumption and soul drain for PBAoE. And you can use all the same slotting that I used. As a matter of fact, you should have 3 single target attacks, and you should have ds and sd PBAoE slotted. I think those are actually facts, not opinions. Lol, I'm sure someone will debate that fact. If it helps my credibility, I have a DM. You could also have shadow maul.
*I edited my post and actually substituted Katana for DM for you. It works exactly the same.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Miss Scotland: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite- (A) Crushing Impact - Accuracy/Damage
- (3) Crushing Impact - Damage/Endurance
- (5) Crushing Impact - Damage/Recharge
- (7) Crushing Impact - Accuracy/Damage/Recharge
- (25) Crushing Impact - Damage/Endurance/Recharge
- (A) Healing IO
- (3) Healing IO
- (15) Healing IO
- (A) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Endurance
- (9) Numina's Convalescence - Heal/Endurance/Recharge
- (11) Numina's Convalescence - Heal/Recharge
- (27) Recharge Reduction IO
- (A) Performance Shifter - Chance for +End
- (7) Performance Shifter - EndMod
- (17) Endurance Modification IO
- (A) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (13) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (15) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Crushing Impact - Accuracy/Damage
- (19) Crushing Impact - Damage/Endurance
- (19) Crushing Impact - Damage/Recharge
- (21) Crushing Impact - Damage/Endurance/Recharge
- (29) Crushing Impact - Accuracy/Damage/Recharge
- (A) Numina's Convalescence - Heal/Endurance
- (21) Numina's Convalescence - Heal/Endurance/Recharge
- (23) Numina's Convalescence - Heal/Recharge
- (23) Numina's Convalescence - Heal
- (25) Recharge Reduction IO
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Empty
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Numina's Convalescence - Heal
- (33) Numina's Convalescence - Heal/Endurance
- (33) Numina's Convalescence - Heal/Endurance/Recharge
- (33) Numina's Convalescence - Endurance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense
- (34) Luck of the Gambler - Recharge Speed
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Empty
- (A) Armageddon - Damage/Endurance
- (31) Armageddon - Damage
- (31) Armageddon - Damage/Recharge
- (36) Armageddon - Accuracy/Damage/Recharge
- (36) Armageddon - Accuracy/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (39) Doctored Wounds - Endurance/Recharge
- (39) Doctored Wounds - Heal/Recharge
- (40) Doctored Wounds - Heal/Endurance/Recharge
- (40) Doctored Wounds - Recharge
- (A) Obliteration - Damage
- (34) Obliteration - Accuracy/Recharge
- (37) Obliteration - Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Hecatomb - Damage
- (42) Hecatomb - Damage/Recharge
- (42) Hecatomb - Accuracy/Damage/Recharge
- (43) Hecatomb - Accuracy/Recharge
- (43) Hecatomb - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (36) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense
- (A) Luck of the Gambler - Recharge Speed
- (43) Recharge Reduction IO
- (45) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Apocalypse - Damage
- (42) Apocalypse - Damage/Endurance
- (46) Apocalypse - Damage/Recharge
- (46) Apocalypse - Accuracy/Damage/Recharge
- (46) Apocalypse - Accuracy/Recharge
- (A) Luck of the Gambler - Defense/Recharge
- (48) Red Fortune - Defense/Recharge
- (48) Recharge Reduction IO
- (50) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (5) Miracle - Heal
- (31) Regenerative Tissue - +Regeneration
- (40) Numina's Convalescence - Heal
- (45) Miracle - +Recovery
- (A) Performance Shifter - Chance for +End
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Too lazy to check if anyone cleared up the proc question. THe health uniques act on a timer. They are procs, which are activated just like damage procs. The difference is, if they're slotted in toggles or autos, they're perma. There's a mechanical reason why. The way autos work is, they cycle. Imagine health is ticking in the background, and it doesn't actually show in the tray. It activated, and you get the bonus. Just for argument's sake, we'll say 5 seconds. If the proc in health lasts longer than that 5 seconds, it'll reactivate before it wears off. So yeah, it's always on, like the power. In a toggle, it works the same way as long as the toggle is on. If the toggle is off, it won't tick.
Luck of the gambler is always on even if the toggle is off.
Steadfast is always on.
Damage procs have to be activated, but toggles count.
Health procs and stamina procs have to be activated, like damage procs. The upside is that you will always have a place to slot them, with health, and with a regen, lots of auto powers. The downside is they don't work in click self heals. At least not permanently.
Kismet is always on. THere are others too. It's easy to pick out the difference. -
I'm thinking of reactivating my old account and playing my regen toon. A few ideas from looking at your build that I'm thinking (just first glance, for ideas, not saying I'm positive) :
1: I think typed defenses are a better bet than melee. You can soft cap s/l, and be soft cap to every s/l attack, or you can have mediocre melee defense. I think chasing melee soft cap will gimp other things, where chasing s/l won't. Basically, I'm thinking of trying to slot it like a blaster. Strange, but that's the way it's looking to me so far. Not sure, haven't slotted a regen yet. Or willpower for that matter.
2: Slotting kinetic combats, which means I can afford to slot dark blast as an attack.
Personally, I swapped your primary for katana, for my toon, so some things are different. Chasing smashing lethal might help me a little more than you, since I have divine avalanche as well. As far as the alpha. I'd totally chase the recharge/heal. Regen has so many powers that will benefit from the heal, and the self heals will benefit as well.