EricHough

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  1. Quote:
    Originally Posted by Noght View Post
    Both DC and Consume are on 3 min timers. DC does a bit more damage (minor). I was just wondering if the increased +end recovery and end drain protection is just going to be better for Brutes (seems like it should).

    Thanks to all btw.

    Noght
    The real difference between the two is that dark consumption has an 8' radius where consume has a 20' radius. Based on that alone, I would go with consume over DC, it is going to be a lot easier to cap your end rec on consume than dark consumption.
  2. EricHough

    Consume

    Quote:
    Originally Posted by Mr_Body View Post
    Consume has a minimal end cost @ 0.52 end, a long recharge but does damage. Energy drain, Power sink, and Energy Absorption all do no damage, recharge faster, have a heavy end cost @ 13 AND drain endurance. Consume isn't considered a utility power like the other 3 but an attack which frankly anyone slotting for actual damage is IMO stupid.

    So, I agree. Consume needs a faster recharge. But as it thematically will need to still do damage, then either it should have an increased end cost or remove almost all the damage. But for Pete's sake, increase the recharge!
    Whether or not you agree with Stratonexus, claiming that consume has a longer recharge because it does damage is silly - LOOK at the damage you are arguing justifies the longer recharge. It does almost NO damage -there isn't any to remove, not really. I also don't get the claim that it needs to do damage to keep its 'theme' - I would argue that it is not burning people, its draining the heat out of them, so if anything should do cold damage, or no damage like heat exhaustion from the thermal radiation set, which is also a -end/+end power.

    If you think something needs to be changed in consume to balance a faster recharge it would be the area, not the damage. Consume is a 20' radius pbae, power sink is only 10 (energy drain for some weird reason is 12 - but we should consider the entire energy aura set mostly an abberation).
  3. Quote:
    Originally Posted by Ang_Rui_Shen View Post
    How much IO-based KB protection do you think is enough?
    1 -KB IO (4 points) will cover 95%-99% of the KB in the game. The problem is that the other 5% or so generally needs 12 or so points. KB either comes in the minor variety (mag 1-3) or the HUGE variety (mag 12-15)

    If you can spare the slots, a crab certainly has enough places to slot 4-5 -KB IO's, but thats a lot of slots.

    As for tanking - your general defenses will be good, especially if you soft cap and take tough to boost your smashing/lethal (tough/weave are good choices for a crab that wants to tank - you get tanker values for those pool powers). You don't have a tankers HP though, you don't even have a scrappers HP - VEAT's and HEATS base HP are the same as defender/controllers/corruptors/dominators (1000 hp at L50). Your HP cap is high though, the same as a scrapper (2400 hp) so if you can get enough bonus HP through accolades and/or get serum perma, you will be better off than the usual squishy.

    The other difference is aggro - with no taunt aura and no taunt in attacks you are going to only be able to hold aggro through damage. However, in many cases if you can take the alpha for a group that will be good enough as far as 'tanking' goes, especially in a group of villains, who tend to be more self sufficient than heroes. After GR, if you go blueside or have a more squishier blasters in your group, it could be tough as blasters can steal aggro from a full tank if they are not careful.
  4. Quote:
    Originally Posted by Terror1 View Post
    so they get nothing for cs? sloppy
    Quote:
    Originally Posted by JD_Gumby View Post
    That would be the only real sticking point for me.
    Brutes get nothing for CS because they would not normally GET anything extra. Scrappers give up their normal crits on CS in order to recharge power siphon, as do stalkers. Brutes don't get crits, so there is nothing to give up to get the extra feature.
  5. Quote:
    Originally Posted by Alverant View Post
    Thank you. I've had several characters with weapons and I don't think it's as bad as you say mostly because there are times when even with drawn weapons there's a delay between when I push the button and when the weapon fires. I haven't noticed the faster activation time. But speaking of delay, what about the Interrupt Time enhancements I've seen. What are they good for? Do they make the activation time faster? If so is it worth the fraction of a second it would save?
    Some powers, such as snipes, assassin's strike and a few pool powers like aid self have an extended cast time, part of which can be interrupted. Interrupt time enhancments reduce the amount of cast time that can be interrupted - so on a blasters snipe power, which generally has a 4s-4.5s cast time of which 3 seconds is interrupt time, slotting a single interrupt SO would reduce that interrupt time down to 2.11 seconds.

    I don't believe that slotting an interrupt enhancement will actually reduce the cast time, just the amount of the activation that can be interrupted. They will have no effect on weapon draw.
  6. Quote:
    Originally Posted by JuliusSeizure View Post
    Look at Claws for Brutes and Claws for Scrappers. Then look at Dual Blades for Brutes and Dual Blades for Scrappers. One set was specifically altered when ported to Brutes because the self buff modifier is lower for this AT and it's manipulating a significantly lower base damage modifier. That set was Claws, and the Brute version of Claws plays remarkably better than the Dual Blades version which was effectively a direct port between the ATs. Both sets happen to employ the same +damage mechanic, which makes this a particularly good point of reference.

    Now, we have Kinetic Melee, a set designed around a self buff mechanic that is deemed to be balanced for Scrappers. What I'm saying is that a set balanced for Scrappers and their self buffing abilities will pale when placed on a Brute as a direct port. See Claws vs. Dual Blades. The inverse is also true-- imagine SS on a Scrapper with double stacked Rage. What is marginally superior for Brutes would be unbelievably potent on a Scrapper.

    I'm not hating on Power Siphon. I'm not even hating on Kinetic Melee. I'm stating the obvious: because Brutes employ Fury and a low base damage modifier, a set with skills employing low recharge/damage/DPA and a tool that grants high +damage to compensate will always fall short if it's balanced around Scrappers and directly ported to Brutes.

    EDIT-- Just to reiterate, KM does not suck. At all. It's just far better on a Scrapper, just as Dual Blades is far better on a Scrapper.
    Eh, I guess I just think you are making more out of it than is warranted by the difference in effectiveness. I have played claws, DB and KM on both brutes and scrappers (KM in beta) and I found both to be fun and didn't actually see THAT much of a difference, not enough to actually impact playability. In many cases I found the brutes to have some advantages, at least at lower levels - pre SO, fitting follow up or blinding feint into an attack chain is difficult and costly on end for a scrapper. With a brute I could skip those until I had the slotting to afford them and take faster, better DPA attacks and rely on fury.

    While you are correct that any set which has a +damage power that can have a high uptime will generally be better on scrappers than brutes, in many cases this is only going to be with high end, high recharge builds. Even then, compared to dual blades, claws and dark melee (since soul drain is ALSO better on a scrapper) kinetic melee is likely to take less of a hit on brutes, since the mechanic of power siphon is so much like fury that there will be no learning curve involved - you just play your brute like normal, hit PS at the beginning of any fight when it is up and profit. Unlike claws and db, where you have to fit an extra attack into your chain, one which may not have as good a dpa as other options.
  7. Quote:
    Originally Posted by JD_Gumby View Post
    So, how is adding a stacking +25.00% for 20 seconds every minute or so on top of your Fury gains bad for Brutes? It'll likely be a fairly steady +100% for around 15 of those 20 seconds (barring a nice chunk of global recharge, of course) every time it's up, which means it'll effectively be a longer-duration Build Up, though you sacrifice a decent chunk of BU's to-hit bonus for it.
    Quote:
    Originally Posted by JuliusSeizure View Post
    1-Brutes receive the least amount of benefit from self buffs for any melee AT, having the lowest AT modifier and Fury dilution of internalized +damage.

    2-The set is pre-balanced around a powerful self buff with low recharges and corresponding damage.

    3= 1+2

    That's my opinion. It's a set akin to Dual Blades, which too was designed for Scrappers. It would be nice to have a future melee set designed specifically for Tanks and Brutes with mechanics that suit the agro-management play style, rather than the internalized self buff nature of a burst AT like the Scrapper.

    With that being said, a Brute will shine regardless. It's just noticeably dimmer.
    Keep in mind that it isn't JUST +25% damage from power siphon - its +25% damage for each KM attack that hits during the 20 seconds power siphon is up. Each individual 25% buff lasts for 10 seconds and you have a cap of 5 for a max of 125% damage buff from power siphon - which means at its peak, power siphon will give you MORE damage buff than build up and it the buffs can last longer than the 20 second 'active' period, since they do not go away when power siphon ends, they stay until the 10 second timer on each buff expires. So you will generally get between 20-30 seconds of total buff time.

    Seriously - I don't understand the power siphon hate on brutes - the mechanic behind it is exactly like fury, which means the standard brute playing style will take full advantage of it. It can add more damage than build up at peak, even if its average is not quite as high (not sure what the average would be - guess it depends on your attack speed). The only real reason I see to hate it on a brute is if you use build up solely for the 20% to hit buff - in which case the 7.5% you get from PS is a little low.

    The set is no more build around power siphon than other sets are built around build up - the attacks all do the damage they are supposed to for thier recharge and most of them have decent DPA's despite the odd recharge values.

    EDIT: Ok, my failure of reading comprehension - JD got the effects correct.
  8. Quote:
    Originally Posted by StratoNexus View Post
    First, its 2 armor sets that do not have KB protection. Pretty much everyone else in the game lacks it (Khelds get it in Dwarf, I am unsure how VEATs fare here). Rather than think of it as only two sets that lack KB protection, I generally think that there are X number of sets where I can get KB protection without dipping into pools or IOs and that X is a minority of my choices.

    Just because is not the reason sets lack KB. There does not need to be a game balance reason to implement a design. Sometimes the concept is more important (or else why even have blasters at all ). Balance must certainly be considered, because if the concept and design implementation fall out of a good range, then it is likely you will have issues.

    However, I can see your point. It might be pretty stupid that Shields, Willpower, Regen, Electric, and Energy get KB protection (although I like the way Electric's KB protection was implemented and it seems to work concept-wise). It may even be a bit silly for Ice and Invuln, although I see a strong case with those two sets. SR, Ninjitsu, and Stone have a pretty solid reasoning for KB protection.
    Ninjitsu doesn't actually have KB protection - its copy of practiced brawler has no KB protection but gets confusion and fear protection instead (pretty fair trade I think, possibly even doing better than SR since there is NO way to get fear/confuse protection with IO's).

    Widows get an almost exact copy of indomitable will from willpower (why, I don't know) but Soldiers lack KB protection - even the Crab spider, who gets a very nice armor toggle in fortification, doesn't have KB protection (although they do get tank level hold, stun, sleep and immobilize).

    I think the fact that (almost) no melee AT's get KB protection really has no bearing on the fact that melee AT's get one type of status protection vs another. Melee AT's get status protection because they are either expected to be tanking for the squishier AT's (tankers, brutes and HEATs in tank form) or they are expected to be in close and exposed to more status effects than normal (scrappers, widows, VEATs) and need them to solo decently. The ONLY reasons to deny a melee AT a certain status protection are:

    1) Concept
    2) Balance between defensive sets.

    As both you and bill have pointed out if KB protection is being left out of fire due to concept, there are several other sets that should not get it, although I would argue that only stone, invulnerabilty and maybe shields can justify KB protection, plus I agree that electric armor's implementation of grounded is also in concept. However regen, energy aura, SR, willpower and ice armor all have no real justification for knockback protection.

    As for balance, it is pretty universal that fire is the squishiest armor set in the game, so none of the status protection holes make sense, including the psuedo-hole it has to immobilize since you don't get it until you get burn.
  9. I don't know if its all servers or not but I can't log into protector right now - I get to the character selection screen, select a character and hit the enter game button and then CoX just hangs there. At first I thought it might be a zone crash - I initially tried with two characters in Cap, but I also tried a hero in paragon and had the same problem.

    I have tried on justice and can log in just fine, at least redside - haven't tried blueside there yet but I don't see why it won't work. It looks like something is wrong with protector, possibly other servers but not justice.
  10. Quote:
    Originally Posted by Leo_G View Post
    Curious. Anyone care to describe the effects of Power Siphon? I mean, in general, how much of a damage bonus do scrappers get around before the 20sec of Siphon expires? If you can instantly recharge the power with the tier 9, can you somehow stack the effect? If you can manage such a feat, does the 'fury' restart?

    Also, by comparison, how useful is it compared to instant recharged Build up like Stalkers get?
    When power siphon is active, each successfull hit with a KM attack will give you a 31.25% damage buff that lasts for 10 seconds (these are scrapper values). You can stack a max of 5 of these, so after 5 attacks you will max out at a 156.13% damage buff. I have successfully hit the cap with a L11 character who just has the first 3 attacks - the real barrier to hitting the cap is the killing your current target and having to run to the next one :-).

    So, your peak damage bonus will actually be 50% higher than build up, although without a lot of opponents around you will probably not get more than 1-2 attacks in at this value. The buffs do not go away when the power siphon effect 'ends', lasting for their entire 10 second duration, which means the actual duration of power siphon is somewhere between 20-30 seconds, until all the buffs fade.

    Note that power siphon itself gives you a 7.5% to hit buff that does not require you to actually hit - while that is more in line with follow up than build up it is basically free, where follow up requires you to hit to get its to hit buff. I kind of consider power siphon to be a weird 3 way cross between follow up, build up and brute fury. One thing I know for certain - it does NOT play like either build up or follow up, using it successfully will require different tactics. I haven't completely figured them out myself but I think all the complaints about how it is so 'puny' compared to build up are from folks that expect it to behave the same way. They fire it off, hit thier biggest attack and basically get no benefit.
  11. Quote:
    Originally Posted by Alverant View Post
    You'll have to forgive me. I've been playing CoX since the first weekend it was open. But I never really analyzed my characters. If I could get through the missions, I was happy. This is the first time I had real problems with a character underperforming (well second, the first is my healer but healers aren't meant to solo) and my first epic archtype. So I'm not familiar with the terms redraw or "mag 4". What do they mean?

    As for the patron pools, I haven't thought about those yet. My first villain (a MM) took the electric pool for the defensive power. My brute took the shark pool since she's a dragoness and I liked having more breath weapons. This is my third and I'd like to try something new. Maybe boost my melee with Mace or try the psychic pool for kicks.
    Any power that uses a weapon animation has faster activation if the weapon is already out - if the weapon isn't out you have to 'draw' it, adding to the activation time. Since wide area web grenade fires from the soldier's gun, you will have to draw the gun to use it. On a crab this is probably not a big deal since you are likely to use WaWG to open a fight, which means drawing the gun is basically free since you don't have any aggro, and the crab attacks don't have a 'draw' time since the crab backpack is there all the time. On the other hand, if you where playing a bane with mace attacks (or take the mace mastery PPP) swapping between the gun and mace would add a LOT of time to your attacks.

    Mag is short for Magnitude - all control effects have a magnitude that is compared against the magnitude of your protections to see if the control affects you - the magnitude of the control has to exceed the protections. If you are hit by the same control power multiple times they can stack up, adding their magnitude together, but powers that give you control protection can also stack. So if you have the crab spider armor and nothing else, you have magnitude 4 protection to stun, sleep, immobilize, holds, confusion and fear. If you also have fortification you add 8.3 to the stun, sleep, hold and immoblize protection for a total of mag 12.3 protection to each of those 4 status effects (but you still only have mag 4 protection to confustion and fear).

    Most attacks with status effects are magnitude 3 - so with just the crab armor 1 hold, for example, will not affect you but 2 holds stacked on each other will add up to mag 6 and overwhelm your protection, holding you. With fortification added to that it will take 5 holds to affect you. Those holds have to hit you, which your defenses will make a lot less likely, and they have to hit closely together so that the first holds haven't worn off. Thus, with mag 12.3 hold protection and a high defense it is unlikely you will ever be held.

    As for patron pools - the general advice for crabs or huntsman (or any soldier that has venom grenade) if you are just looking to be effective is to go with leviathan mastery for bile spray - its a large cone AoE that does toxic damage and your venom grenade has a resistance debuff that is twice as strong for toxic damage as it is for other damage. Arctic breath, another large cone attack in that PPP also does a resistance debuff, so using venom grenade + arctic breath + bile spray will result in a LOT of AE damage. However, you look kind of corny as the animation for the two cones basically involves vomiting on your enemies. So if you want to go with one of the other pools for concept (or to try out something different) I would say go for it.

    My last comment is on hover - while you CAN be effective as a hover blaster between the def from TT: defensive and TT: Maneuvers and the resistances in fortification a crab should be capable of handling at least some melee (and built correctly you can actually act as a light tank) so if you don't like hover as a movement power I would suggest combat jumping - you get the same def bonus, more control when jumping and can take super jump as a movement power - plus it costs a lot less end than hover.
  12. Quote:
    Originally Posted by Brakner View Post
    Sigh another respec , much hate........... I guess I could drop it and take Combat Jumping or Stealth for a free Gambler 7.5 or Karma KB slot
    If you do go combat jumping - not only do you get a place to slot a karma -KB or LoTG +recharge, you get 2.5% def to all positions for almost no end cost. Stealth will give you the same def but will cost you nearly 5 times the end cost and will hit you with a run speed debuff. Unless you really want the concealment, CJ is a better bet.

    In any case, its generally best to hold off on any respec until you have multiple things you want to change - while the wolf spider armor isn't helping you much, it isn't hurting you either. Of course, as Biowraith mentioned if you currently have a freespec you might as well use it before GR goes live next monday/tuesday (can't remember exact day) as they are re-issuing freespec's.
  13. Quote:
    Originally Posted by UnicyclePeon View Post
    Thanks!

    I notice that any *villains* who do the patron arc get the patron powers, but if you switch back to a non-villain, can you use the builds with patron powers in them?

    Hmm. Blah.

    Lewis
    Yes, you can - once you have access to patron pools you always have access to them, whether you switch sides or not. Basically, at L41 the APP's will automatically unlock for all AT's, just like they do blueside now and anyone who is a villain at 40+ has the option to pick a patron, run their first arc and get access to the PPP's whether they are an original redside AT, a preatorian who came redside or a hero who switched over.
  14. EricHough

    Veat madness

    Are the events for any VEAT, or just soldiers BLA? The in game MoTD on the protector TF global says "all Soldier ITF". If you mean to include widows, you should change that to all VEAT ITF.
  15. I will be there - bringing my widow, Crimson Mystique, instead of my Midnight renegade, my bane. She is 48 now and I think will make a better yellow mito killer than my bane.
  16. Quote:
    Originally Posted by AnElfCalledMack View Post
    Actually, there's some discussion of that in the Scrapper, Tanker and Brute forums. Sounds like Fiery Embrace is changing to a flat +100% damage for 20 seconds, and I'd expect it would carry over to Doms.

    Fiery Embrace is now even more awesome than that... it works with Earth Control powers other than Pots and VG.
    Fiery embrace from the fiery aura set was changed to add bonus fire damage to all attacks in the melee AT's primary (or secondary for tanks), it is NOT a +dam power anymore - it literally adds a second 'tick' of fire damage to all attacks, a fairly large one. The dom fiery embrace, however, was left alone since it worked fine in fire assault and Castle felt it would be overpowered if it added bonus fire damage to all the controls in a dom primary.
  17. Since I am not sure it was obvious from Rivers original post I just though I would point out that you don't have to take your dom heroside to get access to the APP's - after GR goes live all redside characters will get access to the appropriate APP's as soon as they hit 41, the same way heroes do now. Redside you will have the option of sticking with the APP pool or going the old route of running a patrol arc to get access to the patron pools. Obviously, if you already have a patron pool selected you will have to respec to switch to an APP.
  18. Quote:
    Originally Posted by ChaosExMachina View Post
    Especially set bonuses, or powers like build up.

    If I have tons of accuracy set bonuses, will Ice Storm or summoned powers use those bonuses, or should they be slotted for accuracy too? How long do those buffs apply to such a power, if they ever do? How much accuracy do such powers have unenhanced?
    If it works like rain of arrows, it will inherit any buffs you have at the time of casting at the current status of the buff, including duration remaining. So for IO set bonuses, I think that is at the most few seconds. However, if you hit aim or build up before firing off ice storm you will get what, 8-9 seconds worth of acc and damage buff?
  19. Quote:
    Originally Posted by Nethergoat View Post
    are they video games?

    No?

    Then there's no problem.

    Not complicated.


    I liked the old DC pen and paper game that Mayfair put out- never played it because Champions was better, but it looked like fun.

    I haven't read an RPG in a while maybe I'll check this one out.
    Is Mutants and Masterminds a good system?
    Mutants and masterminds is sort of a cross between the champions/hero system and the d20 system. They took the hero system method of buiding characters, simplified it, and adapted it to a d20 style combat system (so no more of complicated phases for different speeds, etc).

    I found it to be a fairly easy to pick up system, as flexible as the champions system but much easier on the GM in combat. Green Ronin makes it fairly easy to check out the system, I would definitely recommend checking out the webpage (http://www.mutantsandmasterminds.com or http://greenronin.com).
  20. Is there going to be a villain hami this coming saturday? (8/14).
  21. Actually, the build I posted was identical to Chaotic's last build except I dropped frag grenade and took bile spay, along with shifting powers/slots around to make that trade work. It looks like when I was moving slots around, Maneuvers got clicked of in mids which means its def was not being counted in totals pane - so the build I posted is softcapped to melee, slightly above the softcap to AE and well above the softcap for ranged def once you count in the def from cloaking device that is not suppressed.
  22. Well, my widow hit perma ML at around 65%-70% global recharge, once she had ML at the ED cap for recharge. I got there by slotting the following sets:

    3 sets of Crushing impact (5 pieces) in swipe, strike and slash
    1 set of Red fortune (5 pieces for recharge, 6 for ranged def) in TT: Manuevers
    1 set of Adjusted targetting (5 pieces) in TT: Leadership
    1 set of Decimation (5 pieces) in Gloom
    2 LotG+ recharge

    That, plus mental training is 66.25% global recharge, which will give you a 90.7 second recharge on a fully slotted ML. That is close enough for most circumstances since the def from mind link goes into effect as soon as you cast it, so you don't have to allow for the cast time (which you do for most powers). If you want true perma, slot another 6.25% recharge or a third LoTG +recharge (which is what I did)

    I bought all my LoTG +recharge IO's with merits, so it was both cheap and expensive depending on how easy it is for you to get merits. I lucked into a lot of ITF's and SF's on my widow, plus I have another L50 villain that runs Hami raids for the merits who I used to pick up at least one of them.

    If you can get your hands on enough recharge you won't need all the extra def bonuses you have slotted - your melee will be high enough with just the base powers + ML to be well over the softcap and you will just need to get your ranged and AoE def to 30% total. Here is my build for an example - I actually had to slot very little in the way of def bonuses:

    Code:
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    |-------------------------------------------------------------------|
    She is level 46 currently, just shy of 47. She can exemplar down as low as L30 and have enough recharge to keep mind link perma and stay at the softcap (I accidently bought one LoTG + recharge recipe at L34 instead of 30, forgot to adjust the level bar at the merit vendor, so she looses that bonuse when below 31 - but I slotted 4 LoTG + recharges and only needed 3).
  23. You really really want to work bile spray in there. It is all poison damage and so gets twice the benefit from your venom grenades debuff (40% instead of the 20% all other damage gets).


    Just looking at your build I would suggest dropping frag grenade, shifting some powers and slots earlier so you can take bile spray in its place. You will be short on AE when you exemp down but frag grenade isn't that great an attack in the first place. Here is a sample build:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Just as a thought, if you want to free up some slots you are WAY over on your ranged def - cut 1 slot each from the two manuevers powers and you will still be above the ranged def cap and still get the 5% recharge from the red fortune sets - that gives you two slots to move somewhere else. You don't have to do that but you also won't lose anything if you do.
  24. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    That being said, you can pick up the +chance for Endurance proc from Performance Shifter for only 125 merits at a vendor and a straight endmod from the same set and plug both of those into Stamina for the 2-piece set bonus. Granted this is only a +5% to all movement speeds, but it is a bonus.
    Good catch - this is actually quite a good IO to pick up. You might even be able to buy it for a reasonable price on the market, although I don't know its current price range.

    Quote:
    Another reason most people tend to slot level 30-ish IO sets when possible is because that level scales the best for exemplaring/malefactoring down. A person with all level 50 IO's has the best bonuses from their enhancements, but they only get the full effect exactly at level 50. Being dragged down a few levels doesn't hurt the bonuses much, but being dragged down a dozen or more levels below the level of the IO starts to REALLY cut the effective bonus from it down.
    Not true - enhancement scaling when exemplared has the same effect on you whether you have L30 IO's or L50 IO's - unless the bonus from the enhancement falls below a certain level, all bonuses are scaled the same way. Here is a guide on the wiki to how and when enhancements are scaled:

    http://wiki.cohtitan.com/wiki/Exempl...n_Enhancements

    Basically, the only reason for slotting lower level IO's is if you want to keep the SET bonuses - for example, if you have a set of 5 crushing impact and they are all L50, exemplaring below L47 will cause you to lose the set bonuses (the 5% global recharge, 7% accuracy, 1.12% HP and 2.2% immobilize resistance that a 5 piece set of CI's gives you). So, if you expect to play on lower level teams or run lower level taskforces, you slot a set of L30 crushing impacts instead and then you can exemplar down to L27 and still keep the set bonuses. However, the actual enhancment values themselves will be scaled based on the forumula in the web page above.
  25. Quote:
    Originally Posted by Lord Mordeth View Post
    Oh?

    Well, that does sound useful (not the mention pricey) so will look into that.

    Also, about using Gloom.. anyone know if it causes redraw on Widows? Would test it myself, but can't get to test server nor do i have spare respecs to burn at the moment.
    Gloom does cause redraw for all the claws style attacks - it's a pretty minor hit though for the amount of damage it does as claws redraw is about the fastest in the game. Actually, I think the fact that the power is a full DoT is more of a problem than the redraw, as it takes 3.6 seconds to do all its damage and that is a lot of time on a hard hitting AT like a widow. I end up wasting a lot of the damage as I am to impatient to wait for the dot to finish ticking.

    As a pre-req for the later powers in soul mastery, its a fine choice as it lets you finish off runners and takes some nice IO sets. If you are looking for a good ranged attack on a night widow, mu lightning might be a better choice. It does slightly less damage than gloom but does all it's damage up front and has the same fast cast time.