FireKitty

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  1. FireKitty

    fire kin build

    [ QUOTE ]
    For an offensive toon (which we know fire control is) I find SB a right royal PITA. Your target is nearly always foes but then in the heat of battle 5 ppl at once shout "SB MEH!" either you switch to friendly targets and risk not firing off your flashfire or risk getting anoyed by their ever increasing demands.

    [/ QUOTE ]

    Y'know, you don't have to SB the entire team at once - you can SB a few, fire off Flashfire and then SB the rest. It's not like SBing a team means you can't do anything else until everyone has SB...
  2. [ QUOTE ]
    Concerning Resilience, your suggestion is then to take it and don't slot it?

    [/ QUOTE ]

    It's a useful power but by no means essential - I probably wouldn't choose it over other powers. It is useful as a place to put resistance sets in for the set bonuses or uniques though, but to be honest I'm not that great a fan of these - the uniques don't really do much for a Regen and the set bonuses aren't that impressive.
  3. [ QUOTE ]
    Doctored wounds will also give certain protection to fear which can be good if stacked and complemented with the Aegis Psi and Mez resistance or maybe the Impervious Skin Status resistance that could go on resilience.-

    [/ QUOTE ]

    Doctored Wounds only gives Fear resistance, which reduces the duration of fear effects on you, it doesn't protect you from them. The same goes for the other resistance IOs - they are useful for squishies who have no mez protection (so they aren't mezzed for as long) but for a Regen, who has protection against all status effects except Fear and Confuse (which are both very rare unless PvPing) they are pretty worthless.

    [ QUOTE ]
    Also resilience is a good power to put all the abovementioned enhancements and also the Steadfast Protection +3% defense unique doesn't harm in there (if enough slots of course) or the Impervium Armor Psionic resistance could also be a better choice than KB Protection.-

    [/ QUOTE ]

    While they don't do much harm, 3% defence is going to do very little for survivability. However, they're better than nothing if you've got spare slots (and inf).

    [ QUOTE ]
    I tried Presence Pool in my Inv Scrapper (don't laugh that loud please) and yes, I hated it, but I remember mentioning to the team mates and a couple of them said that Presence Pool was actually useful for their regens because it gave you a few seconds break for you to activate your next heal among other reasons I can't really remember. Having said that, I never tried it on a regen myself, so I couldn't say from personal experience how useful it may be or not, but if it fits the toon concept, might not be the worst choice after all for a regen.

    [/ QUOTE ]

    While I can see how having a few extra seconds for Reconstruction and Dull Pain to recharge can be useful, I am not sure if it is worth 3 power slots to achieve that. Still, each to his own.
  4. [ QUOTE ]
    I didn' quit get the comment on resilience, can you please explain why you think it doesn't need res slotting?

    [/ QUOTE ]

    Sorry, didn't explain that very well - Resilience has a low base resistance (5.625% to smash/lethal damage), so slotting it for resist doesn't really do much. It's only really worth slotting when you've got other resistance buffs to stack it with.

    [ QUOTE ]
    For the healing powers slotting, I was actually very dubious myself since I don't know the healing invention sets very well. Could you please help me out in deciding what to slot where?

    [/ QUOTE ]

    With SOs, the ideal slotting for Reconstruction, Dull Pain and (to a certain extent) Instant Healing is 3xRecharge, 3xHeal. Therefore you want to get at least that from the IO sets.

    - Numina's Convalescence - Slotting all 5 Numinas except the +Regen/+Recovery Unique and putting in a Recharge IO in it's place will give you the equivalent enhancement to the power as the SO slotting, as well as some end reduction and all of the set bonuses from Numina except the Def(Ranged).
    - Miracle - The same applies here, swapping the +Recovery unique with a Recharge IO will give you 3 SOs worth of Heal and Recharge.
    - Doctored Wounds - 6-slotting this set will give you more than enough Recharge and Heal.

    [ QUOTE ]
    Thanks again for the kind advise

    [/ QUOTE ]

    No problem, hope this helps.
  5. No accuracy in Divine Avalanche? I know you're trying to get as much +recharge as possible and you've got 41% accuracy from set bonuses, but it isn't really enough to hit consistently against higher level foes. If you take out the End/Rech Red Fortune from DA and replace it with an acc IO, you'd make Dull Pain's recharge about 2 seconds longer but have a much more reliable Divine Avalanche.
  6. In terms of power selection the main thing that strikes me is that Instant Healing is taken late - it should be taken as soon as it's available (level 28), it's that good a power! Also I don't think much of the Presence pool, the Fear powers have a pants duration and you are there to kill, not to mez. Also you only have 3 single target attacks, which means you will probably have gaps in your attack chain. I'm a fan of Thunder Kick which is great for filling the gaps.

    Slotting-wise:
    Storm Kick - Pounding Slugfest and Kinetic Combat aren't really that good, you can probably do better. Crushing Impact for example for some more +recharge.
    Reconstruction - Slotting 6 Miracles doesn't cap the recharge of Reconstruction, something which is quite important for this click power. Swapping the End/Rech Miracle IO for a Recharge IO will help, but because the +Recovery IO takes up a slot, it is hard to maximise both healing and recharge. You could possibly move the +recovery IO to Fast Healing (where the loss of a heal IO is less important) to put in another recharge IO.
    Resilience - Without any other resistance powers, there isn't much point slotting for resist, the slots would be put to better use elsewhere.
    Moment of Glory - Doesn't need slotting for defence as it already gets you well over the soft cap of 45%, although I think you've mainly used it as somewhere to get the bonuses from Luck of the Gambler from.


    Overall you have some good set bonuses, but you need to be careful that these aren't at the expense of the power itself.
  7. FireKitty

    AOE

    [ QUOTE ]
    I'd agree here... after level 35, Dark Armor > Regen for survivability whenever you're facing more than one target. And if you're building for AoE damage, you should be facing more than one target most of the time.

    [/ QUOTE ]

    My Regens are far superior to my DA Scrapper when soloing. Most of the time they are fighting more than one target.
  8. I'll be there on Weds, let's hope we get a better turnout this week!
  9. No problem.

    Using the same power choices as you (except I swapped Quick Recovery with Build Up):

    Hero Plan by Mids' Hero Designer 1.20
    http://www.honourableunited.org.uk/mhd.php

    Spines/Regen: Level 50 Natural Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    ------------
    Level 1: Lunge Acc(A), RechRdx(3), Dmg(3), Dmg(5), Dmg(5), RechRdx(7)
    Level 1: Fast Healing Heal(A), Heal(46), Heal(48)
    Level 2: Spine Burst Acc(A), RechRdx(7), Dmg(9), Dmg(9), Dmg(11), RechRdx(11)
    Level 4: Reconstruction Heal(A), Heal(13), Heal(13), RechRdx(15), RechRdx(15), RechRdx(17)
    Level 6: Quick Recovery EndMod(A), EndMod(17), EndMod(19)
    Level 8: Impale Acc(A), RechRdx(19), Dmg(21), Dmg(21), Dmg(23), RechRdx(23)
    Level 10: Combat Jumping DefBuff(A)
    Level 12: Dull Pain Heal(A), Heal(25), Heal(25), RechRdx(27), RechRdx(27), RechRdx(29)
    Level 14: Super Jump Jump(A)
    Level 16: Integration Heal(A), Heal(29), Heal(31)
    Level 18: Quills Acc(A), Dmg(31), Dmg(31), Dmg(33), EndRdx(33), EndRdx(33)
    Level 20: Hurdle Jump(A)
    Level 22: Health Heal(A), Heal(50), Heal(50)
    Level 24: Stamina EndMod(A), EndMod(34), EndMod(34)
    Level 26: Ripper Acc(A), RechRdx(34), Dmg(36), Dmg(36), Dmg(36), RechRdx(37)
    Level 28: Instant Healing Heal(A), Heal(37), Heal(37), RechRdx(42), RechRdx(42), RechRdx(43)
    Level 30: Build Up RechRdx(A), RechRdx(43), RechRdx(43)
    Level 32: Throw Spines Acc(A), RechRdx(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(40)
    Level 35: Revive Heal(A)
    Level 38: Hasten RechRdx(A), RechRdx(40), RechRdx(42)
    Level 41: Conserve Power RechRdx(A), RechRdx(48), RechRdx(48)
    Level 44: Focused Accuracy ToHit(A), ToHit(45), ToHit(45), RechRdx(45), RechRdx(46), RechRdx(46)
    Level 47: Moment of Glory RechRdx(A), ResDam(50)
    Level 49: Resilience ResDam(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:



    ------------
    Set Bonuses:




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    This build is just using SOs, set slotting is more up to what bonuses you want. I tried to get Build Up earlier but it is difficult unless you delay Stamina, Ripper or IH to 30.

    As you have Focussed Accuracy I have only slotted 1 Acc in each attack, but before FA you should have 2 Acc if you plan to fight +2s or higher (and let's face it, you're a Scrapper so you should!)

    Having had a closer look at the power pics, I have a few comments:

    - Revive isn't that great, it's nice to have but I'd move Hasten to 35 and put MoG in at 38, taking Revive in the 40s.
    - I haven't needed Conserve Power on any of my /regens - I haven't got a Spines/Regen (although I've got a Spines/DA so I know about the powers etc), and I doubt you'll need it on this build either. I'd definitely take Focussed Accuracy at 41 as it is the better of the two as it frees up a slot in all of your attacks.
    - If you don't take Conserve Power you get one more power slot. There isn't anything lacking which is immediately obvious so it's essentially up to you - I do like to have Super Speed as well as Super Jump though, the best travel power around.


    Hope this helps!
  10. Power selection looks alright, although I would try and get Quick Recovery as soon as it's available (level 4). Can't really comment on the slotting without seeing what you would put in those empty slots though.

    Give a stab at putting in some enhancements and it'll be easier to advise you on the build.
  11. FireKitty

    AOE

    Definitely Spines. If you can manage the end use go /Dark and you'll be an AoE killing death machine.
  12. The Hot Feet and Fire Cages combo is great for Perez and Boomtown where you can mow down low level enemies quickly and easily to get you well into the teens.
  13. I'll be on at about 6:30, want that travel power tonight!
  14. Right, let's have a look

    [ QUOTE ]
    Level 1: Spectral Wounds -- RechRdx-I:50(A), Acc-I:50(21), EndRdx-I:50(37), Dmg-I:50(43), Dmg-I:50(43), Dmg-I:50(43)

    [/ QUOTE ]

    I'd be tempted to change that EndRdx for another Acc, nothing is worse than missing! End shouldn't be too much of a problem either, with the amount of AM on the megateam.

    Alternatively you could go for a ranged damage set which would give you good accuracy, 3 SOs worth of damage and decent recharge and endrdx if you mix and match a bit.

    [ QUOTE ]
    Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(3), Dct'dW-Heal/EndRdx:50(3), Dct'dW-Heal/Rchg:50(5), Mrcl-Heal/EndRdx:40(5), Mrcl-Heal/Rchg:40(29)

    [/ QUOTE ]

    Looks good to me.

    [ QUOTE ]
    Level 2: Blind -- RechRdx-I:50(A), Acc-I:50(7), EndRdx-I:50(15), Hold-I:50(17), Hold-I:50(21), Hold-I:50(23)

    [/ QUOTE ]

    Holds are commonly slotted 2xAcc, 2xHold, 2xRecharge. It's easier to hold multiple foes this way and still has a decent duration. That's what I prefer to do, anyway.

    [ QUOTE ]
    Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(13), EndRdx-I:50(13), Slow-I:50(15), Slow-I:50(40)

    [/ QUOTE ]

    I'd be tempted to swap those slows for recharge - the more you can use Siphon Speed, the more -recharge you'll be able to build up on yourself.

    [ QUOTE ]
    Level 22: Speed Boost -- EndMod-I:50(A), EndMod-I:50(29), Run-I:50(42)

    [/ QUOTE ]

    No Run! It's fast enough already Put in another EndMod.

    [ QUOTE ]
    Level 32: Phantasm -- Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34), EndRdx-I:50(34)

    [/ QUOTE ]

    You don't really need the EndRdx as you'll only probably be using this power at the beginning of a mission. You could just remove the slot and put it somewhere else as Phant doesn't really need anything else.

    [ QUOTE ]
    Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(36), EndMod-I:50(37)

    [/ QUOTE ]

    A recharge in Transference is nice, you could possibly do 2:2:2 of Acc, EndMod and Recharge as well.

    [ QUOTE ]
    Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), EndRdx-I:50(39), EndRdx-I:50(40)

    [/ QUOTE ]

    Recharge recharge recharge! 3xAcc, 3xRecharge is what I'd recommend.



    Power selections are sound, just a few adjustments to slotting and you'll have a great build.
  15. [ QUOTE ]
    I couldn't come.

    [/ QUOTE ]

    Heh heh.




    We only got up to about level 11, so you guys shouldn't be too far behind.
  16. You're right, it is a bad build.
  17. FireKitty

    Claw/Regen Build

    ...or not, as it's not your topic to shut down.
  18. FireKitty

    Claw/Regen Build

    And yet you ignore advice given to you...
  19. FireKitty

    Claw/Regen Build

    [ QUOTE ]
    Level 24: Acrobatics -- HO:Golgi(A), HO:Golgi(33), HO:Golgi(33)

    [/ QUOTE ]

    That comes pretty close...
  20. FireKitty

    Claw/Regen Build

    [ QUOTE ]
    Level 18: Integration -- Heal-I:50(A), Heal-I:50(27), EndRdx-I:50(29)

    Intergration afaik doesn't make a huge impact on your regen; on my Stalker I just have it as 1 end redux.

    [/ QUOTE ]

    Integration gives the highest amount of always-available regen - 150%. Definitely worth slotting with heals.
  21. FireKitty

    Claw/Regen Build

    [ QUOTE ]
    Meh, I don't like that link.

    [/ QUOTE ]

    Meh, I don't like your build.
  22. Ice it is then.

    All I need now is a name!