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The only thing about Arcana's idea that I find somewhat troubling is the question of how do you type Anti-Accuracy?
Because it seems like a much bigger job if you have to create Sm, Le, Fire, Cold, Eng, Neg, Psi, Toxic, Melee, Ranged, AoE typed Anti-Accuracy. Like Pippy said, it's at least as hard of a job as creating Toxic Defense.
And if you don't type it at all, then it's basically the cousin of base defense and you can be darn sure the devs will never give any character much more than 10% of it except in highly situational powers like PFF. -
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What uses defense? SR Scrappers and....FF Defenders and EA Brutes......am I missing anything?
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Ignoring sets where it's not a significant part of their mitigation:
Invulnerability
Stone Armor
Ice Armor
Energy Armor
Ninjitsu
Super Reflexes
Force Fields
Cold Domination
Regen (one power)
Willpower
Empathy
So it's a pretty broad problem. -
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I corrected your apparent grammatical error.
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That was not a grammatical error.
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I know it wasn't my dear. Joke!
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And I'm trying to be serious here, so stop making me look bad in front of Mr. Clayton, before I get BaB to mess with the body sliders on your perfectly proportioned female alts. This will not look good stapled to a feature request form.
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You leave my girls alone YOU! I'm not raising harlots in this game.And of course, you're being serious. I love the idea, I think most people love the idea. But ideas that everyone LOVES fall to the bottom of a forum faster than ideas that get SOME discussion.
So if you are the EVILGEKO and want to see something like this post stay near the top, and get some attention and support from the playerbase, but don't want to catch aggro from Supermod or Ex Libris or please Lord not Alex Von Minden, what can I do?
I can't very well down the idea or argue about it. Since the devs quite rationally understand that my ideas reflect perfect truth and must be implemented, I wouldn't want to do anything that harms your idea.
I could mention that I think the best part of your idea is that it allows the devs to determine exactly how susceptible to to-hit they want a set to be. While I like the idea of anti-accuracy, I don't think the devs would give such a mechanic out too liberally. It seems like it would be better for defense sets to have a little anti-accuracy. It reminds me of uncontested avoidance from EQII. But that only gives me one post.
So you leave the EvilGeko alone. -
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See Arcana, this is why all my ideas get done. I make it easy on the devs!
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Yes, I'm sure that's it. Just the other day Castle was saying "Arcana, why can't you be more like EvilGeko?" And after wiping my stomach contents off my keyboard, I replied "It's just not that easy, Castle."
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I corrected your apparent grammatical error. And I know it's hard to aspire to greatness. But keep trying my friend.
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And then Castle nerfed the SR passive powers.
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As well he should.
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If only I recognized the pattern sooner, so much pain and suffering could have been avoided. By the way, Castle wanted to know if you needed Revive to be replaced with Unstoppable, or Overload. Get back to him by Tuesday if you want to make the Issue 12 feature freeze date.
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Of course, that's a trick question Arcana. Do you think me an idiot? (Wait, don't answer!) I want Revive replaced with Strength of Will of course. Don't scare my poor Regen children with dreams of HP and/or END crashes, we don't do that on the side of green.
You meanie. -
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Update: At the moment, Castle is The Powers Guy. There is good news and bad news here. The good news is that its probably a hundred times easier to convince Castle that this is a good idea than Geko before him. The bad news is that if we were to somehow figure out a way to accomplish this herculean task, and placed the balancing workload for this on Castle's desk, he's going to kill me. It's probably still worth it, though.
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Wouldn't it be easier to just give defense sets a health buff or something?
See Arcana, this is why all my ideas get done. I make it easy on the devs! -
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Nice update, Geko. I've been busy working out a Respec for my BS/Regen, and this helps.
A question:
This isn't necessarily a Sword question, but why slot the Sciriocco Proc? It's just a chance for more lethal damage, right? I more have issues with understanding how often the Proc would activate in real gameplay. 4 Scirioccos gives a good set bonus (I forget which, I'm at work), but I've just been using one of the other enhancements rather than the Proc.
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I just like the procs. I'm not a DPS seeker, I just get a kick out of them.
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I know a 3 LotG gives a good set bonus... Again, I forget which.
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9% acc.
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But 5 Red Fortunes gives a +DMG bonus, and a +Rcgh bonus, I believe. So IIRC, I slotted MoG with the LotG +Rcgh, and 5 Red Fortunes.
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The suggestions I give cap the 5% recharge bonus in a better way IMO. My build goes with the following powers getting that bonus: Hack, Disembowel, Reconstruction, Dull Pain, Instant Healing.
The issue I have with your slotting is that MoG really only needs recharge. There's not a lot of justification for slotting defense. -
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DId you think this would ever happen?
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Never in a million years. I still don't strictly believe it. I'm not doing too well these days. Not really sure what's real anymore. The universe has gone topsy-turvy. -
[u]RECOMMENDED POOLS FOR A BS/REGEN SCRAPPER[u]
FITNESS
There is some thought that now that Instant Healing is a click and we have the endurance reduction that Stamina is not needed. Thats correct, Stamina is not needed. However it is still one of the most useful powers in the game. Also there is this view that you have to waste two powers to get to Stamina. Thats hogwash. Every power in the Fitness pool is inherent and additionally, they provide boosts that aid a Scrapper in doing their job. Health is no longer a negligible amount of regeneration. That boost helps and if you take Health, you could even three slot it. Swift and Hurdle make you more maneuverable without managing toggles.
I see no other convincing alternatives in the pools to Fitness. This is especially so since Inventions gives very good bonuses to slot into the passive movement powers. Health doesnt benefit a Regen as much as other characters because you have Fast Healing to hold the unique Healing IOs. But its still able to do some interesting things.
For example, instead of slotting it with two-three heals, try slotting it with two of Numinas Convalescence. This gives you a nice regen boost thats better than three SOs in Health!!
VERTICAL TRAVEL POWER
Im a Flier, but Leaping is a fine set that is superior in many ways. Especially with Combat Jumping being a very cheap way to get some defense set bonuses. But this is one place Im not willing to sacrifice my concept.
My experience with Teleport on my Warshade suggests to me that its not really worth it unless you have a concept that requires it. That said take whatever vertical you like. Its not a deal breaker.
SPEED
In the I9 version of the guide I listed Hasten as an optional power. I no longer feel that way. Regen is about managing four clicks all of which are primarily bound up by recharge. Hasten stacks well with the other recharge boosts youll hopefully be getting from inventions and it helps when your recharge is debuffed since Regens have no protection from recharge debuffs. I suggest picking Hasten up without reservation. Superspeed is a fine travel power that I would select for its stealth effect alone, especially now that the Stealth IOs stack with it for true invisibility.
CONCEALMENT
I previously recommended the Concealment Pool. I no longer do. The concealment pools has been basically replaced by the Stealth IOs. You could perhaps take it until getting a Stealth IO, but the superspeed is better for that. For PvPers though, Stealth and the Stealth IOs meld into true invis which is VERY nice since villains are not as blessed with +perception as heroes are.
FIGHTING
The prize of the Fighting pool is Tough. Tough fully slotted will give you about 17.55% Smashing, Lethal resists. With a well slotted Resilience you could wind up with 26% Smashing, Lethal resists. The problem is that I cant find any place this really makes a difference. Against AVs its still not enough. In large groups if things are really going bad, you can back off and hit IH, Recon, or MoG.
IMO, Tough just doesnt have the benefit to justify two power selections. Weave has been destroyed. Its not worth the power selection with its 3.75% base (for other Scrappers its much better, its all about stacking). Skip it even if you get the Fighting pool.
Please note that this is specifically for BS (and Katana) Scrappers and Regen. With Parry, BS and Katana Scrappers have a very good mitigation tool already. Tough and Weave normally provide great benefits to melee characters. Just not here in my estimation. Also, the resist/defense set bonuses are available in other ways and I cant see any reason from inventions for a BS/Regen to take it. Fighting is great if you want a max defense build, but thats hardly necessary for a strong character. Especially now that Regen has these... what should I call them, oh yeah, MOMENTS OF GLORY!
LEADERSHIP
Its all about the PvP here folks. Assault gives you a bit of damage, Maneuvers a bit of defense, but the real prize here is Tactics and its +perception. Vengeance will also be HIGHLY annoying to those naughty villains in Sirens call (unless they have it too!)
One thing to note, is that the Leadership pool, doesnt gain a lot from Inventions. Assault takes no sets at all, and there are better options than Maneuvers for defense. Tactics has a few good options for sets, but IMO, Tactics is more about getting perception than to-hit which you get from Build Up and Focused Accuracy. Vengeance takes a lot of sets, but few are tailored to it specifically, that you dont already have.
Any comments or questions, please PM.
LEGEND for the Happy Fun Index:
<-- A power I love; the more the better
<---- A power I like; the more the better
<----- A power I don't like; the more the worse
<--- A disappointing power; the more the worse
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[u]REGENERATION (Downtime is for sissies!)[u]
Regeneration is a fun powerful set. Regen gives you no downtime, type neutrality, and near complete status protection (in PvE). The Regeneration set has to be carefully managed as its now a click heavy (no seriously [/b]CLICK HEAVY![/b], toggle light set.
On to the powers:
FAST HEALING Fast healing is a .75 (75%) buff to your base regen rate. You regenerate 25% of your hit points each minute. Fast healing adds 75% to your base regen rate; it does not let you regenerate an additional 75% HP per minute. Unslotted Fast Healing takes your HP regen from 25% of your HP per minute to 43.75% of your HP per minute.
The formula for the buff is: .25 x (1+(.75x[1+sum of enhancers]))
The sum of enhancers can be checked on the enhancement screen making this formula easy to manipulate.
Unlike earlier guides, I think Fast Healing should be five slotted. Fast Healing is a passive healing power. That makes it a prime candidate for Invention enhancers. Especially, the added power enhancers that give you a whole new power in the form of an enhancer.
EvilGekos Happy Fun index:
Recommended slotting:
1-47: 3 common IO heal enhancers
IO recommendations:
47+: Numinas Convalescence Heal/End, Numinas Convalescence Heal/Recharge, Numinas Convalescence Heal, Numinas +recovery, +regen, Regenerative Tissue +regen
Why this slotting? Well, first, I put two of the unique healing IOs that provide new power effects here. Reason being is that as a passive, Fast Healing cannot be turned off, and so these effects will be permanent. After that, youll notice that I slot multi-attribute enhancers in Fast Healing although it only takes Healing. Well the reason is to get the set bonuses. Numinas Convalescence has a number of really good set bonuses and most of them come early. I skip the Miracle +recovery in this guide, because the additional recovery isnt worth the money for a Regen and you need the slots elsewhere.
RECONSTRUCTION Your primary heal. It heals 25% of your base HP total (before buffs) every minute. This is a great low level power that is needed from level 1-50. Reconstruction also provides a 15% buff to Toxic resistance. I dont recommend slotting that resistance as the heal is the real prize in the power.
The optimal slotting for reconstruction equally melds recharge and heals. Every other combination leads to less HP per minute. This is why I recommend the uncommon IO set, Doctored Wounds for this power instead of Numinas Convalescence (which does not enhance recharge as much.)
EvilGekos Happy Fun index:
Recommended slotting:
2-11: Any TOs you can find between heals or recharges
12-47: three recharge IOs; three heals IOs 15+ level. If you pick them up at 15, replace them when you get to 22 with level 25 IOs.
Alternative for Faultline If youre a science origin please replace the recharge recommendation with SOs from Yins market until youre able to get 25+ IO.
47+: Use the entire Doctored Wounds Set. I like this set as opposed to Numinas because it maintains the recharge which, in my opinion, is extremely important for this power. In addition it gives a +recharge bonus which is king for Regen.
QUICK RECOVERY This is the reason many people take this set. Quick Recovery is a 30% boost to endurance recovery. I could go through the math with you, but just take, 3-slot it, enjoy it.
EvilGekos Happy Fun index:
Recommended slotting:
4+: Two-three common endurance modification IOs. (I dont recommend IO sets here.) If you take Stamina, I would two slot both QR and Stamina rather than three slotting QR.)
DULL PAIN This is a 40% HP buff which also heals you by an amount equal to 40% of your base HP. The heal portion can be slotted and each heal enhancer also increases the HP buff. The health (HP) buff is only one-half enhanceable, giving the total Health buff after slotting of 59.9%. I recommend six-slotting this power for recharge and healing.
EvilGekos Happy Fun index:
Recommended slotting:
10-47: three recharge IOs; three heals IOs 15+ level. If you pick them up at 15, replace them when you get to 22 with level 25 IOs.
Alternative for Faultline If youre a science origin please replace the recharge recommendation with SOs from Yins market until youre able to get 25+ IO.
47+: Use the entire Doctored Wounds Set.
INTEGRATION This is the most important power in the set. It is the linchpin of your set my student. Take it at 16. No later. There is no power available to you at that level that is more important or useful to you. Integration is a 150% regen buff that also provides incredible resistance and protection to hold, disorient, sleep, immobilize and knock effects.
In Issue 9 the regen buff is only two-thirds enhanceable (100%).
EvilGekos Happy Fun index:
Recommended slotting:
16-47: Three Common Heal IOs
47+: Numinas Convalescence Heal, Numinas Convalescence Heal/Endurance, Numinas Convalescence Heal/Recharge, Numinas Convalescence Heal/Endurance/Recharge
I skip the last two slots because you have already used the unique in Fast Healing and the 5th Numinas boost and resistance to holds, isnt needed. By the way, if you really want that ranged defense boost from Numinas, then feel free to take the Unique IO from Fast Healing and use it here so you can finish out the set.
RESILIENCE Resilience provides 5.9 MAG of protection to disorient as well as resistance to disorient effects and a 5.625% resist to Smashing and Lethal damage and a 7.5% resistance Toxic damage. This is definitely worth taking for the passive stun resists, although unless youre going for extreme defense it need not be slotted.
EvilGekos Happy Fun index:
Recommended slotting:
20+: 1 Steadfast protection Resist/+Defense enhancer
INSTANT HEALING Instant Healing has been changed to a click with a ninety second duration. The regeneration buff is a total of 800% of which 600% is unenhanceable and 200% is enhanceable.
EvilGekos Happy Fun index:
Recommended slotting:
28-47: three common recharge IOs.
47+: Use the Doctored Wounds set to at least five slots focusing on recharge.
[/b]REVIVE[/b] Revive resurrects you every five minutes. However, your toggles are not turned on automatically and this power has a lengthy animation time. Thus if any enemies are around and you dont have a team to back you up, you are likely to die again. Revive also protects you from additional exp debt for 30 seconds after use. Which is good, since youll probably die again unless there are no mobs around. Use inspirations instead, never take this power.
Now, the only caveat I would put on this, is that if you team a lot, then Revive can be useful to you if you have someone to guard your body. And for some people, Revive is just so thematic for a Regen that they want to take it. If thats you, please enjoy.
EvilGekos Happy Fun index:
Recommended slotting: 1 common recharge IO.
MOMENT OF GLORY - The impetus for this revision is the change to Moment of Glory, so Im going to quote myself in the I9 guide before I discuss the new MoG:
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MoG The Moment of Glory is nothing of the sort. It is a three minute buff which first heals you to full then damages you by 75% of your current HP. Then for the next three minutes you cannot heal or regenerate any damage. In response you are provided a 71.25% resist buff to all but psionic damage and a 71.25% defense buff to all but psionic AND toxic damage; a 100% endurance recover buff and 17 MAG protection from hold; sleep; disorient; and immobilize effects.
At the termination of the three minutes you are left unable to regenerate for 15 seconds.
MoG is a HIGHLY situational power. Just know that going in. Ive kept it in my build for years at level 49 simply to verify what Ive just told you. MoG can be useful to hold on a few more seconds, but trying to last the full three minutes in the power fighting rarely works out.
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For so long, I had to sadly continue to report this about MoG. Today MoG provides the following effects:
71.25% resistance to Smashing, Lethal, Fire, Cold, Energy, Negative, Toxic
71.25% defense to Smashing, Lethal, Fire, Cold, Energy, Negative
100% Recovery buff
Protection from Hold, Sleep, Immobilize, Disorient, Knockback, and Repel
But the health drop and heal were removed. The powers duration has been lowered from 180 seconds to 15 seconds and its recharge lowered from 1000 seconds to 240 seconds.
NOW THATS A MOMENT OF GLORY!!
MoG now provides Regen a defense against its primary weakness, burst damage also known as the alpha strike. Normally, you will use this power during the beginning of a spawn. Sometimes however, youll use it when facing an AV that likes to send out a torrent of death at defined periods (e.g Drek, Chimera, Battle Maiden). Sometimes, youll just use it to kill that Sapper while he tries in vain to steal your endurance.
So much fun.
Getting the recharge down on this power into the 90-100 second range is a good use of slots and power selections. Because so much of regen is now bounded by recharge, I suggest that you make recharge the focus of your build even more now than ever.
EvilGekos Happy Fun index:
Recommended slotting:
38-47: 3 recharge IOs
47+: 1 Membrane Exposure; two recharge IOs and one Luck of the Gambler def/7.5% recharge.
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[u]BROADSWORD (Or sustained DPS is for sissies!) [u]
The broadsword set is amazing once it has been given time to grow into its own. This set is primarily a single target killer with acceptable cone and AoE potential. Broadsword has an inherent additional 5% accuracy on all attacks and an inherent defense debuff of 7.5% on all attacks except Parry (see below). Thus right out of the box its a very accurate set. This makes the earlier levels easier since youre more likely to hit your foes.
Somewhere along the way, people started getting obsessed with DPS on the boards. Well, Broadsword isnt a DPS set, and its never going to have a buzzsaw (multiple quick attacks supercharged with recharge reduction). A coming change will lower the animation times somewhat, but BS is about slapping mobs and other players with a big honking sword for large orange damage.
On to the power analysis:
HACK The bread and butter of the set. Hack is the power you take at level 1, no questions asked. Hack is classified as Heavy damage and what that translates into is that its the third most powerful attack in the set. The first and second most powerful attacks arent available until 32 and 26 respectively.
I hope that impresses you with the strength of this power. Get it, 6 slot it. Its the old friend that will never let you down.
EvilGekos Happy Fun index:
Recommended slotting:
1-11 level: 1-4 accuracy Training Origin (TO) enhancers
IO recommendation: None (not worth it at this level)
12-21 level: two accuracy Dual Origin (DO) enhancers, four damage DOs
Alternative for Faultline players If youre a mutant, natural or magic origin, please replace this recommendation with SOs from Yins market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.
IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.
22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+
IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Crushing Impact set in preparation for the below recommendation.
47+: Use the Crushing Impact Set. You want the recharge and other bonuses this set offers.
SLASH Slash is a nice little power, reasonable recast, decent damage, single target. The problem is that its overshadowed by nearly every other power in the set. Every power has either more damage, hits more enemies, has status effects, etc. Slash is plain vanilla damage.
I do not recommend that this power be selected. There is a theory that selecting this power and respeccing out of it later lowers downtime. That is undeniable. However, I do not recommend planning for an eventual respec. After all the reason youre reading a guide is to get it right the first time right?
EvilGekos Happy Fun index:
Recommended slotting:
1-11 level: 1-4 accuracy Training Origin (TO) enhancers
IO recommendation: None (not worth it at this level)
12-21 level: two accuracy Dual Origin (DO) enhancers, four damage DOs
Alternative for Faultline players If youre a mutant, natural or magic origin please replace this recommendation with SOs from Yins market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.
IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.
22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+
IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Crushing Impact set in preparation for the below recommendation.
47+: Use the Crushing Impact Set. You want the recharge and other bonuses this set offers.
SLICE The first multi enemy hit, Slice is a moderate damage (slightly better than Slash) Cone attack. It does great damage and I recommend that it be your level 2 power selection.
EvilGekos Happy Fun index:
Recommended slotting:
1-11 level: 1-4 accuracy Training Origin (TO) enhancers
IO recommendation: None (not worth it at this level)
12-21 level: two accuracy Dual Origin (DO) enhancers, four damage DOs
Alternative for Faultline If youre a mutant, natural or magic origin please replace this recommendation with SOs from Yins market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.
IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.
22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+
IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Sciroccos Dervish set in preparation for the below recommendation.
47+: Two Nucleolus exposure; Sciroccos Dervish Dmg/Rech, Sciroccos Dervish Dmg/End, Sciroccos Dervish Dmg/Acc; Sciroccos Dervish Chance for Lethal proc
BUILD UP Your damage buff/to-hit buff, build up gives you 20% to-hit and 100% damage (off the base) to all your attacks for 10 seconds. I recommend Build Up without reservation, but you dont have to have it at level 6. Pick it up when you get a chance.
EvilGekos Happy Fun index:
Recommended slotting:
12-47: 3 common recharge IOs (level 15+) (for PvP consider adding 1-3 to-hit buffs to the recharges)
Faultline recommendation: For science origin characters, replace the above recommendations with three recharge SOs from Yins Market.
47+: 3 Membrane Exposure (I dont recommend IO sets for build up)
PARRY Parry is a very low damage attack (less than Slash) that comes with a 15% melee, lethal defense buff. Parry is a remarkably powerful ability. As an attack its not so great, but its a great defense buff that just so happens to give you damage. I recommend this power without reservation.
EvilGekos Happy Fun index:
Recommended slotting:
8-11 level: 1-4 Training Origin accuracy enhancers.
IO recommendation: None.
12-21 level: two accuracy IO, 1-3 defense IO (15+ level)
Faultline recommendation: Magic: 1 Yins Acc SO; 1-4 defense IO. (If youre wondering why no two acc. Well at this level, I cant recommend that anyone fight +2-+3 enemies unless youre very skilled. And if youre that skilled, then you know darn well that you need two acc SO!)
22-47: two accuracy IO; two damage IO; two defense buff IO
47+: Two Nucleolus Exposure; One Membrane Exposure; Luck of the Gambler defense buff; Luck of the Gambler Def/Recharge; Luck of the Gambler def/+7.5% Recharge
CONFRONT Confront is a single target, auto-hit taunt ability. If youre interested in off-tanking this is a great ability. It can also catch runners, but running can catch runners so I cant recommend this ability unless youre interested in tanking for a squishy (Blaster, Controller, Defender) buddy.
EvilGekos Happy Fun index:
Recommended slotting: Base slot Taunt
WHIRLING SWORD The second of your AoE attacks, Whirling Sword is a point blank AoE attack that hits for moderate damage with a small damage over time component afterwards.
EvilGekos Happy Fun index:
Recommended slotting:
18-21 level: two accuracy Dual Origin (DO) enhancers, four damage DOs
Alternative for Faultline If youre a mutant, natural or magic origin please replace this recommendation with SOs from Yins market. Magic users should only use one accuracy SO instead of two. Mutants and naturals should use three damage SOs.
IO recommendation: If your character has the money through sales or transfers, replace the DOs with IOs level 15 or 20. DO NOT USE IOs IN PLACE OF FAULTLINE SOs. At this level, the Faultline SOs are more powerful than common IOs.
22-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+
IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Sciroccos Dervish set in preparation for the below recommendation.
47+: Two Nucleolus exposure; Sciroccos Dervish Dmg/Rech, Sciroccos Dervish Dmg/End, Sciroccos Dervish Dmg/Acc; Sciroccos Dervish Chance for Lethal proc
DISEMBOWEL The first of the two big hitters. Disembowel does great damage and has an EXTREMELY high chance of doing knock-up (75% chance). This power is great. Take it 6-slot it. Its a charmer.
EvilGekos Happy Fun index:
Recommended slotting:
26-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+
IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. However, as you get into the 30s-40s, start collecting the Crushing Impact set in preparation for the below recommendation.
47+: Use the Crushing Impact set.
HEADSPLITTER Heres our baby, Headsplitter is one of the most powerful single target ability in the game. Energy Transfer in the Brute and Tanker sets does more damage per hit, but those attacks have no AoE potential and have much higher recharges (20 sec. v. 14 sec.) and higher endurance costs. In addition, Headsplitter criticals more than your other Broadsword attacks (15% as opposed to 5% (players/minion and below)/10% (Lts. And higher) with your other attacks). On a critical at the damage cap, Headsplitter just barely outshines those naughty Energy Brutes. In addition Headsplitter comes with a 60% chance of doing a Knockdown. You can make that a Knockback if you slot a KB enhancer (dont unless youre doing it for fun).
Plus the Scrappers melee modifier of 1.125 (Basically 112.5% of base damage compared to 75% for Brutes and 80% for Tankers) means that youll be one-shotting a large number of mobs ON A CRITICAL. This attack has a small cone, but it will take you time to learn to use it as an AoE. Its easier to think of it as a single target, but if you get the mobs close together, let her rip. Another wonderful thing about Headsplitter is that it is a RANGED ability having a small range of 10. This is the reason to be a BS scrapper. It is wonderful. Is it possible to love some computer code? I think it might be.
EvilGekos Happy Fun index:
Recommended slotting:
32-47: one common accuracy IO level 25+; two common recharge IOs 25+; three common damage IO level 25+
IO Recommendation: Use the best set bonuses you can find to replicate the bonuses above. Do not worry about finishing sets at this point. Use what you find. I do not recommend spending too much on set IOs pre-high levels. Start collecting the Sciroccos Dervish set in preparation for the below recommendation.
47+: Two Nucleolus exposure; Sciroccos Dervish Dmg/Rech, Sciroccos Dervish Dmg/End, Sciroccos Dervish Dmg/Acc; Sciroccos Dervish Chance for Lethal proc -
[u]BROADSWORD/REGEN GUIDE ISSUE ELEVEN AND SOME CHANGE A GLORIOUS MOMENT TO KILL [u]
Normally, Ive updated this guide only when new issues appear. But a very special change has made me write this guide. Regens Tier 9 defense power, MoG has long been a dog of a power no longer. (see more below) That change and a change in how I feel IO slotting should run has brought you the Issue 11 and some change version of the guide.
Since I9, the guide has included EvilGekos Invention Origin ("IO") recommendations. IO recommendations are a bit different from the HO recommendations as they are available at all levels. So after the standard slotting recommendation, I give my IO recommendations where appropriate. IO recommendations are aspirational. What that means is that I dont expect and you shouldnt that it will be easy to obtain this stuff. This is just my If I had all the enhancer I could ever want kind of thing. Also, please note, these are the best slotting you can make. Im just not sure there is a best. These recommendations typically just show a good melding of HO/IOs for good effects.
Last thing: the slotting here presumes youre going to mix and match my recommendations. In other words, you wouldnt have enough slots to slot every power completely. Sorry, I dont have a better way of presenting this information that I can do quickly and not get fired from my job.
TABLE OF CONTENTS:
BROADSWORD
REGENERATION
RECOMMENDED POOLS FOR A BS/REGEN SCRAPPER -
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It is just that the lounge come back from the dead.
It needs at least a "Moment of Glory!"
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*audience groans*
Btw, EG, you have to change your loc now. The MoG fix is already upon us.
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Not sure what you mean? -
It is just that the lounge come back from the dead.
It needs at least a "Moment of Glory!" -
WOW
(And I mean that in more than one sense!)
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What about SoW's crash? Otherwise this is everything I need.
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Edited. -
[/b]Stalker[/b]
Do I have to?(Stalkers are dead to me, so I'm going from memory, edits welcome)
Stalker
Hide
Toggle: 0 end per second
Stealth + Hide status+defense
High Pain Tolerance (Common abbreviation: HPT)
Passive
5.625% resistance to Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic and Toxic Damage
10% enhanceable Health Buff
10% unenhanceable Health Buff
Mind Over Body (Common abbreviation: MOB or MoB)
Toggle: .208 end per second
16.875% resistance to Smashing and Lethal damage
15% resistance to Psionic damage
Fast Healing (Common abbreviation: FH)
Passive
75% buff to regeneration
resistance to regeneration debuffs (scales by level)
Indomitable Will (Common abbreviation: IW)
Toggle: .208 end per second
Protection/resistance to Hold, Sleep, Immobilize, Disorient, Repel, Confuse, Fear
7.5% Defense to the Psionic attack type
Reconstruction
Click: 60 second recharge
25% Heal to self
15% Toxic resistance
Heightened Senses (Common abbreviation: HS)
Toggle: .208 end per second
9.75% Defense to Fire, Cold, Energy and Negative Energy Attack types
2.4975% Defense to Smashing, Lethal Attack Types
+perception
Resistance to Defense Debuffs
Resurgence
Click
Resurrection with buff to damage/to-hit. After buff runs its duration, your damage/to-hit is debuffed
Strength of Will (Common abbreviation: SoW, SOW, Spirit of the Wolf)
Click: 120 duration; fixed 300 second recharge
18.75% Resistance to Smashing, Lethal
9.375% resistance to Fire, Cold, Energy, Negative Energy, Psionic and Toxic Damage
After 120 seconds, drains 50 endurance -
Scrapper/Brute
High Pain Tolerance (Common abbreviation: HPT)
Passive
5.625% resistance to Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic and Toxic Damage
10% enhanceable Health Buff
10% unenhanceable Health Buff
Mind Over Body (Common abbreviation: MOB or MoB)
Toggle: .208 end per second
16.875% resistance to Smashing and Lethal damage
15% resistance to Psionic damage
Fast Healing (Common abbreviation: FH)
Passive
75% buff to regeneration
resistance to regeneration debuffs (scales by level)
Indomitable Will (Common abbreviation: IW)
Toggle: .208 end per second
Protection/resistance to Hold, Sleep, Immobilize, Disorient, Repel, Confuse, Fear
7.5% Defense to the Psionic attack type
Rise to the Challenge (Common abbreviation: RttC)
Toggle: .208 end per second
100% Regeneration buff per foe in range (effect does not stack from same caster)
25% Regeneration buff per foe in range (stackable)
-3.75% to-hit debuff
Quick Recovery (Common abbreviation: QR)
Passive
30% Recovery buff
Heightened Senses (Common abbreviation: HS)
Toggle: .208 end per second
9.75% Defense to Fire, Cold, Energy and Negative Energy Attack types
2.4975% Defense to Smashing, Lethal Attack Types
+perception
Resistance to Defense Debuffs
Resurgence
Click
Resurrection with buff to damage/to-hit. After buff runs its duration, your damage/to-hit is debuffed
Strength of Will (Common abbreviation: SoW, SOW, Spirit of the Wolf)
Click: 120 duration; fixed 300 second recharge
18.75% Resistance to Smashing, Lethal
9.375% resistance to Fire, Cold, Energy, Negative Energy, Psionic and Toxic Damage
After 120 seconds, drains 50 endurance -
WILLPOWER
Tanker
High Pain Tolerance (Common abbreviation: HPT)
Passive
7.5% resistance to Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic and Toxic Damage
10% enhanceable Health Buff
10% unenhanceable Health Buff
Mind Over Body (Common abbreviation: MOB or MoB)
Toggle: .208 end per second
22.5% resistance to Smashing and Lethal damage
20% resistance to Psionic damage
Fast Healing (Common abbreviation: FH)
Passive
75% buff to regeneration
resistance to regeneration debuffs (scales by level)
Indomitable Will (Common abbreviation: IW)
Toggle: .208 end per second
Protection/resistance to Hold, Sleep, Immobilize, Disorient, Repel, Confuse, Fear
10% Defense to the Psionic attack type
Rise to the Challenge (Common abbreviation: RttC)
Toggle: .208 end per second
100% Regeneration buff per foe in range (effect does not stack from same caster)
25% Regeneration buff per foe in range (stackable)
-3.5% to-hit debuff
Quick Recovery (Common abbreviation: QR)
Passive
30% Recovery buff
Heightened Senses (Common abbreviation: HS)
Toggle: .208 end per second
13% Defense to Fire, Cold, Energy and Negative Energy Attack types
3.33% Defense to Smashing, Lethal Attack Types
+perception
Resistance to Defense Debuffs
Resurgence
Resurrection with buff to damage/to-hit. After buff runs its duration, your damage/to-hit is debuffed
Strength of Will (Common abbreviation: SoW, SOW, Spirit of the Wolf)
Click: 120 second duration; fixed 300 second recharge
25% Resistance to Smashing, Lethal
12.5% resistance to Fire, Cold, Energy, Negative Energy, Psionic and Toxic Damage
After 120 seconds, drains 50 endurance
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i guess this is just a personal peeve, but i wish youd stop calling game updates 'free expansions'.
every pay to play online game updates and expands there game as it progresses through patches, these are not some unique 'free expansions' we are getting, they are simply patches and updates to the game just like every other paid mmo you can subscribe to.
i guess its just semantics, but calling them 'free expansions' makes me feel like you think you are talking to idiots who dont realize every single paid mmo has the exact same thing, but they just call them patches.
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I don't know of any pay-to-play MMOs that have introduced any classes for no extra charge.
I am not counting Guildwars, as it's model is pay once for the box and not to play. But Everquest doesn't give "patches" like this to their customers - not frequently, anyway. They have several boxes out. WoW is working on their second one (they plan to release a retail expansion every year most likely for the full 49.95 price) - and I have no clue what Linage and Lineage II are at.
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Considering how happy I am with the devs right now you can be sure there's no malice when I say this.
But Everquest II has given its players the following in free updates (names won't mean anything to you unless you play the game, but listed for completeness):
Two new races: Frogloks and Arasai
Several new zones: Unrest, Darklight Wood
New starting City zone: Neriak
Just off the top of my head, there have been other zones and such added. So CoX updates aren't that out of the ordinary. -
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Yeah I missed the 'in real time', I think ym briain is addled today.
EG:
Sorry the win goes on. Did you not get the memo that suckage is no longer part of CoX ?
(aside from MOG) *ducks and runs*
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MoG continuing to suck is the only thing that grounds me in reality.
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You might want to avoid the Training Room in the near future, then.
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Silly question but do you have any updated comments for I11?
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Not enough for a whole new guide. But my IO recommendations would change if I wrote this today. I would lean more towards recharge bonuses for example.
NEW REGEN GUIDE PROBABLY COMING SOON! -
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Fixing up the leveling curve will be very nice since so many of my alts are in the 25-35 range. Although I wonder what the devs have in mind... Like, if they were gonna lower the actual needed XP/Level, that could cause some people who are like, 39.9 to level up to 40 and maybe half a bar's XP. I can see many people loving that.
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We'll have more details when that patch goes to public testing on the Training Room, but as I understand it, we won't be changing the actual xp needed per level. That would have the kind of repercussions you speak of where someone could just level without doing anything. Rather, I believe it has to do with increasing common ways that people get XP in the level ranges the team is targeting (defeating critters, for example).
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The most logical way I can think of to "smooth the levelling curve" is to boost the XP bonus for missions, end of mission arcs, and critter defeats in specific level ranges. If they are being more sophisticated, they might even be datamining which are the least XP-efficient missions (say, something with three escort NPCs, few critters, and a map the size Arizona that's taking everyone ten times longer than average to finish) and streamlining them, or increasing the rewards for them.
I always thought there should be a better reward for NPC escorts, since they can't really be blitzed or trivially farmed and radically slow down the XP earning rate of anyone who has to perform them.
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I think they've already started this. Either that or there's a bug I'm now letting out.
But story arc bonuses have been absolutely insane since I11. Something like 8x-10x a mission bonus. Perhaps I missed a patch note, but this has been very welcome indeed. -
[ QUOTE ]
Yeah I missed the 'in real time', I think ym briain is addled today.
EG:
Sorry the win goes on. Did you not get the memo that suckage is no longer part of CoX ?
(aside from MOG) *ducks and runs*
[/ QUOTE ]
MoG continuing to suck is the only thing that grounds me in reality.