EricHough

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  1. Quote:
    Originally Posted by Steelclaw View Post
    * A Funny Thing Happened On the Way to...: The trains/ferries are great ways to get from zone to zone but how many movies/comics have you seen where something bad went down on the trip? Bad things happening on subways is a movie cliche. A mini-map appears and you find yourself battling up towards the front of the train to take out the bad guy who's captured the conductor. Or you're running around the ferry trying to beat up all the tentacles that are attempting to drag it under. This would have an automatic feature that would NOT start one of these if you were on a timed mission. It would also have a toggle to turn it off from the options menu.
    For this one the best implementation would have a pop-up come up when a 'travel event' is triggered that asks you if you want to take part in it. This way if you are on your way to sell/level/ect just before logging off you can choose not to take it. The events should only have a chance to trigger when you are solo and don't have a timed mission on your plate. Then add in an entry in the options menu to completely disable them and that will pretty much cover all bases.
  2. Quote:
    Originally Posted by Pans_Folley View Post
    Yes, if I plan on running the full mission, I do. If I'm with a team, then I expect it to be ours. I would call that "Making a choice not to gain XP". When I start attacking it.
    Quote:
    Originally Posted by EricHough View Post
    EDIT: I definitely need to read ahead before reposting - I see that Pan has already dismissed the "It's like teaming" theory. I completely disagree with him on that - its exactly like teaming, but thats not really the point. As I said above, I think the real point is that using the word "loss" to describe how a confused mob affects your xp gain is both incorrect and misleading - but as long as you always follow that up with the addition that your xp over time will go up even though your xp/mob goes down it's a tolerable habit, even if wrong :-)
    Quote:
    Originally Posted by Pans_Folley View Post
    I'm lost on this reference. I'm not sure what you're connecting this to. Can you quote for me please? I don't know if this is something I've addressed directly or if it's just being inferred. I've read back, but I just don't see it. Thank You...
    I was misreading here - I was referring to IronYeti's post in which he talked about losing XP to someone else damaging a MOB, your reply to that point is above - I confused it with my comparison to teamed XP vs solo XP. Specifically my point is that getting reduced XP from a confused mob is like getting reduced XP due to teaming - in this case the confused mob is part of your 'team' and just like in a team the XP you recieve is less than if you where solo but more than if someone outside your team had finished off the mob for you.

    Quote:
    Originally Posted by Pans_Folley View Post
    (I'm saying this with a kind, calm and soothing voice. I don't want anyone to think I'm angry or sarcastic when I'm writing this out. I'm trying to relay thoughtfulness and understanding but that doesn't always read that way.) Thank You.
    I didn't think you where anything but calm - however the point I am trying make is that I believe you add to the misconception of confuse being a bad power by insisting that you lose xp to confused mobs. I think this results in mis-communication due to imprecise use of language. Consider these two statements:

    "When I arrest enemies damaged by a confused mob it takes me half the normal time but I lose 20% of the experience"

    "When I arrest enemies damaged by a confused mob I earn experience 60% faster, even though I get less experience for each enemy"

    They both say the same thing - but the first sounds negative to me, giving the impression that you are losing out, the second sounds positive. As this thread has established there is a wide perception that confusion powers are not good and that you lose XP then using them - which we both have agreed is not true when all factors are taken into account. I just think your insistence on using language similar to the first sentence is adding to the problem, not helping it. I also think this is why you got into a disagreement with Enantiodromos - from what I can tell his guide on confused XP simply lays out how to tell if you are actually making enough XP over time to justify the reduced XP per mob.
  3. Quote:
    Originally Posted by Pans_Folley View Post
    Thank you very much for your post. It reinforces my statements exactly - only much clearer. My figures were based on solo play in both radio missions and MA missions. I take the exp earned on confused mobs and unconfused mobs. It was a good two week trial. You will find that the minion exp difference is going to be higher because if you can't hold a Luit or Boss right off the back, they can take out a minion in one or two shots, not granting you much experience for the drop. However, exactly as you stated, the faster you run through the mish, the better the exp net gain averages are for you.

    I do want to clarify one point though, at no time am I whining about the exp loss. I totally expect it and understand the penality by using the power(s). I just wanted to make sure that it was understood that there is an exp loss per drop when using the power(s).

    Again! Great Post! Thanks!
    I don't think you really read my post correctly - please note that I tried to avoid using the word "loss" to describe the reduced XP - because you aren't LOSING anything (and ultimately I think thats Enantiodromos's point as well). The way this game works is you only get the XP for which you do the damage, which is why I mentioned initially that its normal to only get 50% of the XP if you did 50% of the damage to kill a mob. By giving you MORE xp than the amount of damage you dealt when using a confuse power the game is actually awarding you MORE than you should get instead of LESS. So while you may receive LESS xp per mob when using a confuse power you don't actually LOSE anything, indeed you do the opposite. Claiming otherwise is simply playing word games.

    Its a lot like when you team - you don't get full XP for killing a mob in a team, you only get a portion of it. Would you consider this to be "losing" XP? Actually, I think this is a very good comparison - in a team you get X/(Group Size) multiplied by a team size mod (where X = normal mob xp) to make grouping more attractive. Confuses are just like that - you get X*(% damage done)*(Confuse mod) to make confuses more attractive but that doesn't change the fact that you are getting MORE xp than you should so there is no loss of XP.

    I think the real point here is that by referring to the effects of a confuse as "losing xp" it comes out more as a complaint than an observation and you also mislead people into thinking that they are coming out short when they use a confuse - when the real truth is that by any REAL measure you are coming out ahead of the game because you earn XP at a faster rate.

    EDIT: I definitely need to read ahead before reposting - I see that Pan has already dismissed the "It's like teaming" theory. I completely disagree with him on that - its exactly like teaming, but thats not really the point. As I said above, I think the real point is that using the word "loss" to describe how a confused mob affects your xp gain is both incorrect and misleading - but as long as you always follow that up with the addition that your xp over time will go up even though your xp/mob goes down it's a tolerable habit, even if wrong :-)
  4. Quote:
    Originally Posted by King_Armageddon View Post
    I use Seeds on most groups and have never noticed a Xp dip because of confusion. I know you lose it if they straight up kill one another but I was always told that as long as you do dmg to the mob you get the full amount of xp...
    If a confused mob does some of the damage you don't get the full xp but you don't lose as much as Pan is implying. For a simple explanation of how much XP you get from a mobs that are being damaged by other confused mobs look at this paragon wiki chart:

    http://wiki.cohtitan.com/wiki/Confusion

    Unfortunately, as thorough as Enantiodromos guide looks to be it is also a little hard to follow - so take as a simple example the case where you do 50% of the damage to a mob and something else does the other 50% of the damage (say a player who is not grouped with you). In this situation you would only get 50% of the xp. This is the normal case.

    If instead a confused mob did 50% of the damage you actually get 80% of the xp instead of 50%. Now, this may seem like a loss of 20% but consider that it probably only took you half the time to kill the mob - so if you killed two confused mobs in the time it would normally take you to kill one you just got 60% more xp than normal, not 20% less because the only number that REALLY matters is xp earned over time.

    This is what makes all the whining about xp 'loss' to confusion to be silly - there is no limit to the number of mobs you can fight in the game as you can always find more, either by moving on to a new group along the street, starting another paper/scanner mission or re-running a mission in the MA. As long as you are still earning xp as fast or faster than you would without confusion there is no grounds for complaint.

    Finally, my comments above completely ignore the control aspect of confustion - both area confuse powers (mass confusion and seeds of confusion) are long duration control powers that completely prevent all damage from a spawn, unless they miss. Factor that in to the increased kill speed and any xp that you don't get because of confused mobs damaging each other is meaningless.
  5. Quote:
    Originally Posted by Errant View Post
    Until Mid's gets updated with the board format changes, just select "plain text" when you export the build.
    The following option will work fine on these boards:

    phpBB / Zetaboards

    You can select it when you do the export or you can set it permanently in your options: Seclect Options -> Configuration from the menu then go to the Forum Export Settings tab and select that option in the Formatting Codes section.
  6. EricHough

    MA/Reg vs MA/WP

    A couple things to add to the previous observations:

    1. Regen is a bit click heavy and will cause redraw of weapon sets. For some weapon sets (claws for instance, katana/bs to a lesser degree) the redraw isn't that big a deal, for something like dual blades it can be a problem as interrupting your combo's for a heal can throw things off.
    2. I find that with regen you NEED to take tough to get a little extra time so you can get your heals off. With WP you can take tough but you don't have to, especially if you solo a lot.
    3. I can't emphasize the play style difference enough - regen is VERY clicky, you have to play a LOT of attention to your green bar or you WILL faceplant. Willpower really IS fire and forget - you don't really need to herd as much as previous posters suggest, just keep an eye on ranged attackers and if you get to many mobs shooting at you (and thus outside of your RttC area) pull around a corner to get them to bunch up - but you don't have to do that often.

    Regen will probably feel a bit better at low levels (pre 22) because you quick recovery and reconstruction early on and at low levels recon+integration is pretty nice by L10 you generally don't have to worry about end and have decent defenses. In the 20's I suspect willpower will forge ahead as you are unlikely to have much extra recharge and so you will be very dependant on having reconstruction or dull pain up. I haven't gotten a regen scrapper past the high 20's (too clickly for me) so I can't say how they compare after that but my WP scrappers are cruising by L30 - I solo missions on level 4 and at most need to suck down the occaisonal green or purple inspiration for a really tough boss - this is without tough or weave by the way and the only IO slotting I do by the 30's is crushing impact sets for a little global recharge and accuracy.
  7. Quote:
    Originally Posted by Lord Mordeth View Post
    Hmm, so the advisable thing would be to take both Breath of Fire and Fire Sword Circle for maximum AoE goodness?

    As i was thinking of skipping BoF, since it wasn't PBAoE in favor of grabbing another ST attack maybe, but seeing as i don't haven't figured out a build yet i'm still kinda on the fence about it.. *shrug*

    And talking of builds, anyone happen to have a decent one they'd like to post here?
    If you pick up FSC, slot it up well with recharge and add in Blazing aura I think you will find you do enough AE damage. My fire/fire scrapper jumps into the middle of a mob with blazing aura up, fires off build up or fiery embrace (depending on whats up) and lets go with an FSC and then whales on the LT's or bosses in the group and by the time I finish them off the minions have dropped - this is on mission level 4. Fire breath is going to require so much time to position and fire that I think you will find it not worth the effort by the time you have a well slotted FSC.

    Here is the build I am currently using - Sahara just hit L39 and I haven't picked a possible ancillary pool yet because I am waiting on i16 for the blaze mastery pool that has been mentioned. She only has one -KB io currently but will slot a steadfast prot -KB when i can free up an extra slot for it.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 40 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Scorch -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(3), C'ngImp-Acc/Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/EndRdx:30(7), C'ngImp-Dmg/EndRdx/Rchg:30(9)
    Level 1: Fire Shield -- TtmC'tng-ResDam:30(A), TtmC'tng-EndRdx:30(11), TtmC'tng-ResDam/EndRdx:30(11), ResDam-I:30(37)
    Level 2: Cremate -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(3), C'ngImp-Acc/Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/EndRdx:30(7), C'ngImp-Dmg/EndRdx/Rchg:30(9), C'ngImp-Dmg/Rchg:30(15)
    Level 4: Healing Flames -- Dct'dW-Heal:38(A), Dct'dW-EndRdx/Rchg:37(13), Dct'dW-Heal/EndRdx/Rchg:32(13), Dct'dW-Heal/EndRdx:35(34), Dct'dW-Heal/Rchg:35(36)
    Level 6: Build Up -- RechRdx-I:30(A), RechRdx-I:30(15)
    Level 8: Boxing -- Acc-I:30(A)
    Level 10: Combat Jumping -- Krma-ResKB:30(A), Ksmt-ToHit+:30(36)
    Level 12: Swift -- Run-I:30(A)
    Level 14: Health -- RgnTis-Regen+:21(A), Heal-I:30(39), Empty(39), Empty(40)
    Level 16: Plasma Shield -- TtmC'tng-ResDam:40(A), TtmC'tng-EndRdx:39(17), TtmC'tng-ResDam/EndRdx:39(17), ResDam-I:30(37)
    Level 18: Fire Sword Circle -- C'ngBlow-Acc/Dmg:32(A), Erad-Acc/Dmg/Rchg:25(19), M'Strk-Acc/Dmg/EndRdx:32(19), M'Strk-Dmg/EndRdx:30(21), M'Strk-Dmg/Rchg:25(21), Empty(39)
    Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(23), EndMod-I:30(23), P'Shift-End%:30(34)
    Level 22: Super Jump -- Jump-I:30(A)
    Level 24: Consume -- Efficacy-Acc/Rchg:30(A), Efficacy-EndMod/Acc/Rchg:32(25), Efficacy-EndMod/Rchg:30(25), Sciroc-Acc/Rchg:30(37)
    Level 26: Incinerate -- C'ngImp-Dmg/EndRdx:35(A), C'ngImp-Dmg/Rchg:35(27), C'ngImp-Acc/Dmg/Rchg:35(27), C'ngImp-Acc/Dmg/EndRdx:35(29), C'ngImp-Dmg/EndRdx/Rchg:35(29), RechRdx-I:30(31)
    Level 28: Tough -- ResDam-I:30(A), ResDam-I:30(31), EndRdx-I:30(31), Empty(40)
    Level 30: Hasten -- RechRdx-I:30(A)
    Level 32: Blazing Aura -- C'ngBlow-Acc/Dmg:30(A), M'Strk-Acc/Dmg/EndRdx:28(33), M'Strk-Acc/Dmg:30(33), M'Strk-Dmg/EndRdx:26(33), C'ngBlow-Dmg/EndRdx:34(34)
    Level 35: Fiery Embrace -- RechRdx-I:30(A), RechRdx-I:30(36), Empty(40)
    Level 38: Rise of the Phoenix -- Empty(A)
    Level 41: Temperature Protection -- Empty(A)
    Level 44: [Empty]
    Level 47: [Empty]
    Level 49: [Empty]
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 21% Enhancement(Accuracy)
    • 20% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 100.4 HP (7.5%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 6.6%
    • MezResist(Sleep) 7.7%
    • MezResist(Terrorized) 2.2%
    • 2.5% (0.04 End/sec) Recovery
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 2.5% Resistance(Psionic)
    EDIT: Just an FYI - This is not the build I used to level up to this point. I recently respec'ed out of fire sword and greater fire sword so I could focus on non-fire blade attacks - I kept FSC because it is to good not to keep but my current concept is mostly sword free. All the single target attacks in fire melee are pretty good so my theory is to just pick the ones you prefer and slot them up with enough recharge so you can get a good attack chain.
  8. My standard acc/dam slotting for pets after about L27 (when I can slot L30 IO's) is to frankenslot 3 L30+ acc/dam pet IO's and one L30+ dam IO. I usually use whatever I can get cheaply on the market. This gives you 60% accuracy and ED capped damage. That leaves up to 2 slots per pet for extra stuff.

    Other than that it varies from pet to pet. I have a necro/pain MM right now who is L34, she has 5 slots in zombies and I currently have the sovereign right +resistance IO in the 5th slot. I will probably eventually move it to soul extraction. I have read that slotting a heal in zombies is useful after you get the second upgrade power so that is what I will probably put in there when I get around to moving things. There really isn't much else to slot in zombies since they only take pet sets and to hit debuff sets and there are no good proc's in to hit debuff sets. You could put some end reduction in a 6th slot if you can spare the slots although I don't remember my zombies running out of end very quickly. Alternatively if you can slot higher level IO's you could slot some acc/dam/end IO's - 2 x L40 acc/dam/end, 1x L40 Acc/Dam and 1x L40 dam will still give you 62% accuracy, 95% damage and 38% end reduction.

    Now my grave knights have an achilles heel -def proc and a Touch of Lady Grey negative energy proc in thier 5th and 6th slots and I put a hold IO and end reduction IO in my lich as he DOES run through end pretty quickly.
  9. My real question to the Neg_rogue is what are you looking for in reply to your original post? Are you just looking for someone to validate you and tell you you aren't dumb? That's what it sounds like to me anytime I see a post like that with all kinds of qualifiers as to what kind of response you want to see.

    If that's what you want then I guess I can say it's not dumb to skip FR if ALL that you care about is concept - provided you recognize how you will be shorting your character. The primary reason FR is the gem of storm is because FR has the sets DEF debuff. DEF debuff is a HUGE damage multiplier - both for you and your team as it is not bound by damage caps and where a damage bonus only multiplies your base damage, a DEF debuff will multiply ALL your damage. So if you skip FR you will solo a lot more slowly and you will add a lot less to a team.

    Now when I16 comes out this all may be moot - odds are you will be able to change the appearance of the powers you find don't fit your concept so that they do, so if you are willing to live with loss of the extra damage until then I say go for it if you really like playing concept characters. On the other hand, the fact that you felt necessary to even post a question about this could mean you are not sure it is worth skipping - you will have to figure that out.

    In summary - if you skip freezing rain you are mainly skipping a huge damage multiplier and a decent slow to stack on top of hot feet's slow, the knockdown isn't as important with a fire controller as you will generally lock down spawns with fire cages and that prevents KB/KU. Skipping snow storm means you miss out on storms primary damage mitigation prior to about L20, which is the recharge and movement slows in snowstorm. If you can live with these losses to your characters playability in exchange for concept then you are good to go.
  10. I took some of the things I had done in my DM/SR scrapper and rearranged things in your previous build - this might actually be a cheaper build to put together as the crushing impact sets are not that expensive and you don't need an eradication set (which IS very expensive):

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kensei Orlandu: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Acc/Dmg:50(39), Achilles-ResDeb%:20(39)
    Level 1: Focused Fighting -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(5), LkGmblr-Def/EndRdx/Rchg:50(11)
    Level 2: Flashing Steel -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(3), M'Strk-Dmg/Rchg:50(7), M'Strk-Dmg/EndRdx/Rchg:50(39), M'Strk-Acc/Dmg/EndRdx:50(40), Achilles-ResDeb%:20(40)
    Level 4: Focused Senses -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(5), LkGmblr-Rchg+:50(13), LkGmblr-Def/EndRdx:50(15)
    Level 6: Agile -- GftotA-Def/EndRdx:30(A), GftotA-Run+:30(7), LkGmblr-Def/EndRdx:50(25), LkGmblr-Rchg+:50(43)
    Level 8: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg/EndRdx:50(9), GSFC-ToHit/Rchg:50(9), GSFC-Build%:50(13), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:30(43)
    Level 10: Practiced Brawler -- RechRdx-I:50(A)
    Level 12: Hurdle -- Jump-I:50(A), Jump-I:50(15)
    Level 14: Hasten -- RechRdx-I:50(A)
    Level 16: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(17), RgnTis-Regen+:30(17), Heal-I:50(25), Heal-I:50(48)
    Level 18: The Lotus Drops -- M'Strk-Acc/Dmg:30(A), M'Strk-Dmg/EndRdx:30(19), M'Strk-Dmg/Rchg:30(19), M'Strk-Acc/EndRdx:30(23), M'Strk-Acc/Dmg/EndRdx:30(31), M'Strk-Dmg/EndRdx/Rchg:20(34)
    Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21)
    Level 22: Dodge -- GftotA-Def/EndRdx:40(A), GftotA-Def:40(23)
    Level 24: Quickness -- Run(A), Run(48)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(27), C'ngImp-Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(29), C'ngImp-Dmg/EndRdx/Rchg:50(37)
    Level 28: Lucky -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(29)
    Level 30: Combat Jumping -- DefBuff(A), DefBuff(31), Zephyr-Travel/EndRdx:50(31), Zephyr-Travel:50(37)
    Level 32: Golden Dragonfly -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Acc/EndRdx:50(33), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
    Level 35: Evasion -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(36), LkGmblr-Def/EndRdx/Rchg:50(36)
    Level 38: Boxing -- Empty(A), Empty(40), Empty(43), Empty(45), Empty(46), Empty(46)
    Level 41: Tough -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam:40(42), S'fstPrt-ResDam/EndRdx:30(42), S'fstPrt-ResDam/Def+:30(42)
    Level 44: Weave -- GftotA-Def/EndRdx:40(A), GftotA-Run+:40(45), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(46)
    Level 47: Conserve Power -- RechRdx(A), RechRdx(48)
    Level 49: Focused Accuracy -- GSFC-ToHit/EndRdx:50(A), GSFC-ToHit/Rchg/EndRdx:50(50), GSFC-Rchg/EndRdx:50(50), GSFC-ToHit/Rchg:50(50)
    ------------
    Level 1: Brawl -- Acc(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 6.13% Defense(Smashing)
    • 6.13% Defense(Lethal)
    • 7.06% Defense(Fire)
    • 7.06% Defense(Cold)
    • 5.81% Defense(Energy)
    • 5.81% Defense(Negative)
    • 3% Defense(Psionic)
    • 9.25% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 11.1% Defense(AoE)
    • 14% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 15% FlySpeed
    • 135.5 HP (10.1%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Immobilize) 4.4%
    • MezResist(Sleep) 4.95%
    • MezResist(Stun) 4.95%
    • 19% (0.32 End/sec) Recovery
    • 62% (3.47 HP/sec) Regeneration
    • 2.84% Resistance(Fire)
    • 2.84% Resistance(Cold)
    • 45% RunSpeed




    This build has 344% regen vs the 249% in the previous build and I actually overdid the def - you could drop razzle dazzle in boxing and move the slots elsewhere (or put a stupify set for more recharge - 6.25% from that will let you skip one of those LoTG +recharge IO's). Plus I was able to slot 2 Achilles Heel -def procs in GC and FS - both good attacks for debuffing targets, GC gets your single target and FS can hit a large amount of targets. This should increase your overall damage output considerably.
  11. One thought - instead of putting 6 slots in focused fighting for the Red fortunes ranged def put 2 Blessing of the zephyr in combat jumping - you get a better bonus to ranged def (3.13 vs 2.5) and it takes a lot less slots. Then you can put 2 or 3 LoTG in each of your def toggles to get +10% regen (with 2) and +1.5% HP (with 3). Thats how I softcapped ranged on my dm/sr - it is a lot less slot heavy and BotZ sets are not that expensive as long as you avoid the -KB one.

    Here is my DM/SR scrapper for an example of an alternative way to slot things up:
    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting

    Hero Profile:
    Level 1: Shadow Punch -- T'Death-Acc/Dmg:30(A), T'Death-Dmg/EndRdx:30(3), T'Death-Dmg/Rchg:30(5), T'Death-Acc/Dmg/EndRdx:30(7), T'Death-Dmg/EndRdx/Rchg:30(13), T'Death-Dam%:30(19)
    Level 1: Focused Fighting -- DefBuff-I:30(A), LkGmblr-Def:36(15), LkGmblr-Def/EndRdx:36(15), LkGmblr-Def/EndRdx/Rchg:36(34)
    Level 2: Smite -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(3), C'ngImp-Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/Rchg:30(7), C'ngImp-Acc/Dmg/EndRdx:30(13), DampS-Rchg/EndRdx:30(23)
    Level 4: Focused Senses -- DefBuff-I:30(A), LkGmblr-Def:34(17), LkGmblr-Def/EndRdx:34(17), LkGmblr-Def/EndRdx/Rchg:34(37)
    Level 6: Agile -- DefBuff-I:30(A)
    Level 8: Siphon Life -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/EndRdx:30(9), C'ngImp-Acc/Dmg/Rchg:30(9), C'ngImp-Acc/Dmg/EndRdx:30(11), C'ngImp-Dmg/EndRdx/Rchg:30(11), DampS-Rchg/EndRdx:30(23)
    Level 10: Practiced Brawler -- RechRdx-I:30(A), RechRdx-I:30(19)
    Level 12: Swift -- Run-I:30(A)
    Level 14: Health -- Heal-I:30(A), Heal-I:30(25), Numna-Heal:30(25), Numna-Regen/Rcvry+:30(37), Mrcl-Rcvry+:30(40)
    Level 16: Dodge -- DefBuff-I:30(A)
    Level 18: Combat Jumping -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(31)
    Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(21), EndMod-I:30(21), P'Shift-End%:30(37)
    Level 22: Boxing -- RzDz-Acc/Rchg:25(A), RzDz-EndRdx/Stun:25(45), RzDz-Acc/EndRdx:25(45), RzDz-Stun/Rng:25(45), RzDz-Acc/Stun/Rchg:25(46), RzDz-Immob%:25(46)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 26: Soul Drain -- Oblit-Dmg:34(A), Oblit-Acc/Rchg:37(27), Oblit-Dmg/Rchg:34(27), Oblit-Acc/Dmg/Rchg:31(29), Oblit-Acc/Dmg/EndRdx/Rchg:38(29), Oblit-%Dam:30(31)
    Level 28: Lucky -- DefBuff-I:30(A), DefBuff-I:30(40), Ksmt-ToHit+:30(40), DefBuff-I:30(43)
    Level 30: Super Jump -- Zephyr-Travel:30(A), Zephyr-Travel/EndRdx:30(31)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx:37(A), C'ngImp-Dmg/Rchg:37(33), C'ngImp-Acc/Dmg/Rchg:35(33), C'ngImp-Acc/Dmg/EndRdx:33(33), C'ngImp-Dmg/EndRdx/Rchg:34(34), SipInsght-Acc/EndRdx/Rchg:35(34)
    Level 35: Evasion -- DefBuff-I:30(A), DefBuff-I:30(36), DefBuff-I:30(36), EndRdx-I:30(36)
    Level 38: Weave -- LkGmblr-Def:35(A), LkGmblr-Def/EndRdx/Rchg:42(39), LkGmblr-Def/EndRdx:40(39), DefBuff-I:30(39), EndRdx-I:30(46)
    Level 41: Shadow Maul -- M'Strk-Acc/Dmg:34(A), M'Strk-Acc/Dmg/EndRdx:31(42), M'Strk-Dmg/EndRdx:39(42), M'Strk-Dmg/Rchg:40(42), M'Strk-Dmg/EndRdx/Rchg:39(43), C'ngBlow-Acc/Rchg:40(43)
    Level 44: Quickness -- Run-I:30(A)
    Level 47: Touch of Fear -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50)
    Level 49: Dark Consumption -- Empty(A), Empty(50), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:30(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 5.19% Defense(Fire)
    • 5.19% Defense(Cold)
    • 6.13% Defense(Energy)
    • 6.13% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 7.38% Defense(AoE)
    • 20% Enhancement(RechargeTime)
    • 2% Enhancement(Stun)
    • 30% Enhancement(Accuracy)
    • 115.5 HP (8.62%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 9.35%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 3.85%
    • 2% (0.03 End/sec) Recovery
    • 42% (2.35 HP/sec) Regeneration
    • 0.95% Resistance(Fire)
    • 0.95% Resistance(Cold)




    She is currently level 46 and has been softcapped to melee and ranged since L39 and she just hit the softcap to AE at L46 when I got all 6 razzle dazzle in boxing. She has 261% regen and rarely runs out of end. Obviously with katana you will have different attack powers to take and slot up but that should give you more options, since I only have a couple of AE attacks and had to push up lucky to edge out those last points of AE def as I didn't think it was worth picking up an eradication set and I don't like putting Gaussian's in Soul drain - as it needs to hit, where build up doesn't so an attack set actually makes sense (and the damage boost doesn't hurt, even if it is only every 60 seconds).
  12. Ultimately I think it will depend on your primary/secondary combo. BU -> AS from hide is almost always good for an opener on a boss. If you have a soft capped (or near softcapped) defense based secondary you can frequently rely on placate followed by a second AS later in the fight if you need it, as your def will prevent the AS from being interrupted. If you are regen or a resistance based secondary you are better off using placate to get a crit on an attack from your primary that can't be interrupted - Midnight grasp, Eviscerate, Vengeful slice, eagles claw and Soaring dragon are all 100% crit chance after placate and are not interruptable. Obvsiously, some of these are better than others (MG is awesome, Vengeful slice not so great) and on some sets with a group of enemies you might be better off with an AE attack after placate - for example, 1K cuts does really nice damage when it crits and with a 50% chance if you hit 3 or more targets it is likely to be better than vengeful slice. For that matter, placate -> sweeping strike might even be better as it is a lot faster than 1k cuts.

    With my electric/ninjitsu stalker I pretty much only use AS on bosses - groups with LT's get BU + LR + TS for lots of AE goodness. I imagine spines has some similar AE combo's that are good with enough enemies but I haven't played a spines stalker yet so I can't say.

    In summary - if you have enough big targets (Multiple bosses or Boss + Lt's or higher) opening with BU+AS and then holding off for a second AS after placate is a good, basic strategy if you have a def based secondary. If you have a hard boss or EB then BU + AS + placate + <biggest damage attack after AS> is also a good combo for opening a fight. After that it really depends on your primary and what you are fighting. If you propose a specific selection of primary/secondary sets I suspect you will get some very specific suggestions.
  13. Quote:
    Originally Posted by EmperorSteele View Post
    Terrify prevents enemies from acting UNTIL they've been HIT.

    So if you're on a team with blasters, it's useless because the foes will be able to get a full attack chain off by being hit every tenth of a second. Solo, they're locked down, but you don't get any containment damage from attacking them.
    Wiki info on feared foes:

    http://wiki.cohtitan.com/wiki/Fear

    However since terrify does damage it actually is worse than most fears as it's own damage will break fear initially, allowing the targets to get an alpha strike through - which weakens one of minds traditional strengths, locking down groups without drawing initial aggro (either by using mass hypnosis, confuse or mass confuse).

    It also doesn't really do a ton of damage - pretty much the same as mesmerize which even with containment isn't that great since with its base recharge of 40 seconds you won't use it more than once a battle, at least not without a ton of recharge. It also costs a LOT of end, 20.8, about 2.5 times fearsome stare and it is really hard to say if a small amount of AE damage is worth that much extra end cost. I think its real problem is that it tries to be both a control and damage power but doesn't really do well at either - I would trade it for fearsome stare in a heartbeat, since FS gets a nice enhancable to hit debuff.


    EDIT: Terrifies damage doesn't exactly break its fear - like mesmerize, there is a 0.25 second delay between the damage and the control effect which still allows for an attack to fire off, much like chain - mesmerizing targets allows them one attack in between each sleep. Not as bad as fully breaking fear, but still allows an alpha strike to get through.
  14. Quote:
    Originally Posted by LaserJesus View Post
    Nah, Dr. Aeon's stuff still works half the time.
    So does Venture's - of course, its the half that his father finished that works .
  15. Quote:
    Originally Posted by Ahmon View Post
    For both Stalker and Brute, getting Defense high will be killer in PVE. Not really worth it to go for regen in non-Healing slots, but of course you'll have room for all the regen uniques. Defense is just more important though.

    Oh, and Stalkers don't really need Quick Recovery in my experience.
    While true in the sense that no AT or build REQUIRES a stamina type power even for stalkers its still nice to have one, so i find it unfortunate that the stalker version of WP doesn't get quick recovery, since that would save you the 2 extra power picks it takes to get stamina. While YMMV on whether or not a stalker NEEDS stamina/QR I find that if you like to scrap at all stamina helps a lot - and playing a stalker without being a boring hit and run specialist requires scrapping it out after the initial AS. If you took QR+Stamina on your other WP characters because your the kind of person (like me) who never wants to stop and wait for the blue bar to recover and loves non stop action, then I recommend trying to fit in stamina on your stalker.

    With the stalker you want to do pretty much the same thing as a brute - slot for def bonuses to maximize heightened senses as stalkers benefit more from DEF than anything else as getting missed helps you get off those assasins strike even when you have aggro. You will probably want to build for a decent amount of recharge as well since the more often reconstruction is up the better - it is essentially your regen its just a click heal for a bulk amount rather than the constant regen that RttC gives you.

    You don't actually need to build a WP stalker for +HP - their base HP are so close to thier cap that HPT alone will either cap you or nearly cap you. Adding some extra regen wouldn't hurt but I would put that in third place after def and recharge.
  16. Quote:
    Originally Posted by Garielle View Post
    Actually, none. Mastermind is not a very heroic sort of character. A Mastermind is not a caring a commander who cares about his or her troops. A Mastermind is a cruel, heartless leader, who cares nothing about his or her minions and will happily sacrifice their lives if it saves his or her own skin. That sound very "heroic" to you?
    If your troops are mindless robots that you can replace by hitting a few keys, evil demons that you summon to do good (and who just to back to thier home plane when they are defeated) or elemental creations that are simply extentions of your will (which is basically what I consider the current controller pets) then getting them killed is neither villainous nor heroic.

    Besides, with the current game explanation for character 'defeat' it is no small stretch even with soldiers to decide that they are not getting killed - instead they are getting defeated and teleported back to the hospital - and when you resummon them you simply teleport them back from the hospital. Even the most 'villainous' mastermind power in the game, detonator, can be explained as a satchel charge that your pet planted and TP'ed away from just as the bomb went off.
  17. Lately I have been preferring scrappers to brutes but it's mostly a matter of taste. The primary difference between the two is that a brute needs pretty much non-stop action to keep fury up where a scrapper CAN engage in non-stop action but if they need to take a break for some reason (because the cat walked across your keyboard or the doorbell rang or just cause your fingers are tired) you don't have to worry about losing fury. After playing brutes for a long while I got tired of constantly having to worry about my fury level and switched to scrappers.

    In low levels a brute will be a little easier than a scrapper because you can slot up accuracy, end reduction and recharge in your attacks and depend on fury for damage - the exception is if you have access to Mr. Yin's store in faultline where you can get L13,17 and 21 damage SO's for mutant and natural characters - which means you can start slotting damage SO's at L10. But after L22 when both AT's should have a decent attack chain fully slotted up it boils down to playstyle preference.
  18. Quote:
    Originally Posted by jlappe View Post
    When did Terrify become a debuff??

    I think he is confusing it with dark miasma's fearsome stare or illusions control spectral terror. Its a very common mistake - both of them are area fears that also debuff to hit so the three powers get frequently confused. It doesn't help that terrify accepts to hit debuff enhancements even though they don't do anything (at least mids has it accepting to hit debuff enhancements - I don't know if the live power still does or not).

    I wish terrify had a to hit debuff - i would prefer that over the damage it now does as its on to long a timer to really be use full as a damaging power, then it would be a decent control. As it is it is on too long a timer to use as more than an opener and costs WAY to much end for just a control.
  19. Quote:
    Originally Posted by Peacemoon View Post
    Yes, we need to buff Defenders, but you are being naive.

    The only way to make Defenders balanced and worthwhile given Controllers current overpowered state is to make make Defenders overpowered as well. Then Blasters are upset and soon, everyone is upset.

    "Nerfing" containment is completely justified. Its not even a nerf, it is just a way to stop it from being abused with massive +damage from /Kinetics, it would have no effect on most solo controllers.
    I don't think the previous poster was being naive, I think he was being realistic. There is NO way the dev's are going to 'balance' defenders by nerfing controllers - whether the nerf is real or just perceived. I mean, look at the hue and cry over the changes to dominators, which in all but a few, corner cases was definitely a buff.

    He is also correct to say that nerfing controllers will NOT make more people play defenders, it will just make less people play controllers - if defenders don't get improved and controllers get nerfed folks will probably just move to corruptors in going rogue as they can at least solo decently.
  20. Quote:
    Originally Posted by Stargazer View Post

    (side note: I've recently noticed a significant increase in Boss spawning rates while duoing. Has anyone noticed if this is also the case while soloing?)
    I certainly have noticed it - on many characters I run at difficulty level 2 I have noticed that where a mission would previously spawn a pair of LT's and a minion I am frequently seeing a boss and a minion. First time it happened to me after i15 was in a warriors mission and since the bosses look an aweful lot like the LT's I had a tight moment when the LT I thought I had held proceeded to knock me off my feet and nearly kill me. After that I started checking a lot more carefully and they do pop up fairly often - it will be interesting to see what the i16 changes do to this.
  21. Air Sup vs Single target immobilize: Both will do about the same damage at about the same end cost (slightly better for air sup)

    AS Pros: Slightly cheaper end wise, all damage up front, good sort term hard control (KU). All smashing damage which is nice vs those high lethal resist mobs (robots).
    AS Cons: melee range, if you don't want fly its an extra power pool pick.

    Entangle Pros: Doesn't require a power pool pick, can stack immobilize on hard targets for containment, ranged
    Entangle Cons: 9 seconds to do your damage, also - 9 seconds to do your damage.

    In my mind the 9 seconds of DOT is enough of a con to make me take AS. Between SoC and strangler you should have everthing in a group either confused or locked down so getting into melee range isn't that big a deal, which means that having all your damage up front is really nice. Now I can easily see dropping AS at later levels, especially after you get a ranged blast from your ancilliary pool and I can also see taking entangler to stack on AV's/EB's. However I wouldn't slot it up as an attack in that case.

    Ultimately YMMV. As you can see from the various posts different people have different opinions although whomever it is that said that AS is a waste of a power is completely wrong - it may not be the best choice, depending on play style, but it is pretty much the best attack in the pool powers and does very good damage at only a slightly higher end cost than most 1.0 DS scale powers (6.5 end vs 5.2). Considering that it has 100% chance of a nice, hard control (if short) the extra end cost is a wash in my book.
  22. EricHough

    Kick vs. Boxing?

    Quote:
    Originally Posted by Ninelives View Post
    I have a kat/fa and i took kick to mule kinetic so i could totally skip the jump pool (and burn) by using io's
    The only problem there is then you have no immobilization protection, which is almost as important for melee characters as KB prot. That's why combat jumping + a karma -KB IO is one of the best methods for filling the holes in /FA, you get both KB and immob covered in one power. You could still take kick, slot kinetic in it to get -7 Kb resistance instead of the -4 karma would give you.

    Also, slotting 4 kinetic IO's is only going to give you 3 points of KB protection - not sure if that extra point matters or not but its good to be aware that it IS less than a karma or steadfast prot -kb IO.
  23. EricHough

    Merc/Storm Build

    I am curious as to how well this build works. It looks to me like you have neglected your pets defenses in favor of your own, which is ok if you can stay in BG mode all the time and keep attention on yourself but if the mobs switch to targetting your pets or you have to deal with a lot of AE I can't see the pets doing well with only thier basic resistances and a little def (10%-12% if I am counting correctly from the pet def IO and steamy mist).


    I have a merc/storm how is currently 22 and my plans where to slot both pet resistance IO's and enhance steamy mist for resistance to give them 44% resistance to smashing/lethal, about the same to fire, cold and energy and 20% to negative and toxic. Add in both pet def IO's and you would have 13% def as well.
  24. Quote:
    Originally Posted by Muon_Neutrino View Post
    Not exactly... The name of the power *is* being changed from 'conserve power' to 'energize'. However, the power still is a click self-buff, and it still grants the user an endurance discount. The recharge/duration are different, and it also has a self-heal and a regeneration buff, but the power still does the same thing it used to - it just does a bunch of other stuff as well. The new version of the 'cottage rule' seems to go something like 'it's OK if build up builds a cottage, as long as it still buffs your damage and tohit at the same time'.

    What all that means is that if serum is changed, it's still likely to be a click buff for one of your pets, that among other things buffs damage, resistance, and tohit. We can possibly ask for tweaks to the existing effects or recharge/duration, or for new effects to be added, but the power is unlikely to be completely changed.
    I would be happy with exactly the same kind of change they made to CP - reduce the recharge, up the duration and reduce or change the effects a bit so that you have a power that is up more often and maybe does a little less but is actually usefull. Seriously - the real problem is that serum is up way to infrequently and it turns it's target into a MELEE monster, in a set that doesn't have any melee pets. On a grave knight or thugs bruiser this would be an awesome power, on the commando not so awesome. I would happily give up all the resistance and regen buf in exchange for a decent amount of damage buf and something better than 9% uptime (with 100% recharge slotting).

    I cant' see how this would break the cottage rule - serum is basically a single target pet buff power and it would stay as such.
  25. I can't really add to what most folks have said except that I have noticed that a lot of people recommond not slotting anything prior to L12, relying on begginers luck for accuracy. However after L1 beginners luck starts going down and if you absolutely despise missing like I do (and firmly believe that the RNG is out to get you, like I do :-) slotting accuracy TO's is well worth it. Keep in mind that even if you have 85%-89% accuracy this is only against even level mobs - against +1 mobs you will only be at around 75%, if not lower. The best place to be accuracy wise is at 90% minimum - that way you are at streak code cap and you will never miss more than once in a row.

    Accuracy TO's are cheap and even with the low amount of enahncement you get from them it doesn't take much to push your total accuracy up to 90% or even cap it at 95%.