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Posts
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I just like Arcannaville's answer in the linked thread about the building in Skyway hitting the Kronos Titan for multiple blows of several million each. Heh.
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Quote:That is exactly the thinking. This is an i12 or i13 build. I'm looking to ditch physical perfection in favor of inherent fitness and so I'm assuming the regenerative tissue goes into the default health slot.Now, if you want to do something like plop this unique into Health or Fast Healing since that will give you more regen than a common IO there, then knock yourself out. However, additional slots are precious in a lot of builds, usually because many slots are consumed chasing the sixth slot bonuses (which are usually defense).
Quote:You already have two places to slot those, plus Fitness and Quick Recovery. Do you need more?
Quote:An average 1.29 HP/second really isn't that much to write home about.
Quote:If your BS/Regen is asleep, something has gone terribly wrong.
Quote:This is incorrect. Assuming you are not into ED effects, a level 50 common IO will do more than a Perf Shifter proc in Stamina. Assuming 100 max endurance, a PS proc works out to 0.2 average EPS. Under the same assumptions, a single level 50 common EndMod in Stamina yields 0.225 EPS.
Quote:Those set bonuses are not attractive to a Regen. I've already mentioned that, with its "out-of-box" powers well slotted, Regen characters should not be chasing +regen bonuses.
Edit: Just checked I actually have Portal Jockey, and with dull pain I'm just shy of 2200 HP. So, even with the other two accolades, I'm below the cap.
Quote:So focusing on the first one, we get the following for your build:
Panacea, No Hasten: 139.11s
Panacea, Hasten: 109.51s
Doc Wounds, No Hasten: 133.05s
Doc Wounds, Hasten: 105.71s
Quote:Don't add a LotG recharge to SM, as you have 5 slotted already. I would put a Membrane in SM if you can get one. (If you can get Panaceas, I'm guessing you can.) I have two in mine, and a LotG, but no LotG in Maneuvers.
Quote:I would put a straight endmod in Stamina, unless you're trying to hedge against being sapped. The degree to which a PS proc is inferior is probably small enough to dismiss.
Quote:I think you still have one slot floating around. I don't have any strong suggestions for it. A Kismet +toHit in CJ, an extra slot in Stamina, a Miracle in Health, something like that all come to mind. Maybe another straight heal slot in Fast Healing. It'd be nice to have some decent slotting in Dark Blast, but I don't think you have enough slots you could free without giving up things in other places.
Quote:PS: Here's a data chunk for the build as you posted it. -
Quote:I know of one that managed to replace everything and still leave existing character accounts intact. Graphics, character design, world, mechanics, character statistics, implemented a tutorial from nothing, etc. It was truly a sequel but you got to keep your existing characters. I know of only the one. And they are barely an MMO.The major problem with sequeling an MMO is... Your existing fanbase loses almost everything and gets put back to square one with everyone else, and they have to pay again for the new box or download.
You really have to wait until the game is dead before you launch its sequel.
I mean, it happens, but...
Personally, I think that it would be possible to do a City2, maintain account continuity, and implement some sort of a character port. But let's think about the game's concept for a moment. Most MMO's reward having one character get stronger and stronger. City rewards replay and alternate characters. Does it even make sense to maintain existing characters? I can see maintaining naming priority and veteran status as maybe's. But with a new world, I'd think they'd WANT to wipe the characters anyway.
Personally, I'd love a City 2, there are many things that I just don't see them adding to City as it stands today even if we got up to being the most popular MMO in the world. Like voice acting, moving mouths, fingers, cinematic cut scenes instead of in-game graphics, a huge body-type for women, wall-less zones (and I don't just mean visually: I mean no loading window when moving from Atlas to Perez, no single point of entry--I mean wall-less), actually going "into" a building like went's not going "under" it into a false-indoor zone, etc (especially grievous in the case of the university which is massively larger on the inside than outside). Many of these are standard now and would be guaranteed to be included in a City2 but they weren't common in 2004 and I just can't see them being retroactively added due to the level of effort involved. I would like them enough that I would gladly sacrifice all my characters and history in City1 to have them. -
Quote:This is very important.Just want to make explicit something that a couple of other posters have mentioned implicitly; for common IOs, once you hit the ED cut-off for an enhancement value (it'll show up as red in Mid's) there's no real benefit to slotting higher level IOs. So if you're going to put 3 slots of a particular type (3 damage, for instance) in a power, using anything higher than level 30s is usually a waste of influence. But if you are using just one or two slots, going up to level 50 will at least provide some benefit.
For set IOs, there are significant benefits to using lower level IOs. For one thing, as others have mentioned, the IO level determines whether you keep the set bonus when exemping. Also, there are a number of extremely desirable bonuses in sets that cap out at 30 or 40. If you really need/want a bonus in a lower level set, IMO it's much better to just keep that set and the bonus than trade it in for a higher level set with a less desirable bonus.
As an example, I have two level 35 recharge IOs in haste. Moving up to level 50s is less than .1 second improvement. So why bother? Why waste INF and TIME replacing SOs over and over from 22 to 50 when you can slot IOs once and be done.
Additionally, many people are happy playing with SOs. Well IOs give higher bonuses starting at LEVEL 18. So again, if the SO is good enough, why bother replacing something that is better?
I have a level 50 defender who just did the Apex Taskforce with a mishmash of sets from level 14 through 50. Sure I'll eventually replace the lower-level ones as I get better drops, but he works, so why stress about it? -
All of them. For team based characters it's a very good use of the proc. But since the duration is so short, if you solo a lot, putting it in an attack you use more often and putting a damage proc in Ablating Strike will work significantly better.
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Quote:I agree 100% with Nihili on this. Sometimes a story works to show it better than math.Can't agree with that. I certainly notice when I kill a boss in 10 seconds rather than 15, and it's certainly a big speed boost overall considering everyone kills bazillions of bosses in their superpowered career.
Can't understand why would someone who believe DPS only matters in lengthy fights would ever build for it, considering the vast majority of the game is fast and quick fights, but hey, YMMV and all that.
I started paying attention to the attack chain threads and trying to maximize damage rather than just frankenslot and the difference was pretty incredible. The biggest change was on my dark/dark stalker who went from mediocre to extraordinary.
I was originally using a random selection of Air Superiority, Shadow Punch, Smite, Siphon Life and Midnight Grasp without regard to pacing or recharge or overkill. Bosses took upwards of 10 hits if I didn't start with AS+Buildup. I could drop a minion with a MG critical, but otherwise I was looking at 3 hits to kill them. Based on some threads here and in the Tanker forum, I dropped shadow punch, and got enough global recharge to run MG-Smite-SL-Smite and still have 97%-102% damage slotted in each attack plus mako's proc in smite and touch of death in Midnight. The difference was night and day. Now I kill almost anything in two blows. MG-Smite is one dead, SL-Smite is another down. Against bosses it not only takes fewer hits (because I'm using better attacks more often) but they land faster too. In my case it was more like a difference of 30+ seconds to 10-12 to drop a boss.
I don't do solo AV fights, I don't do the pylon test. But I care about good attack chains because it makes every single mission more fun. -
I think Kelenar is right.
I haven't tested water spout, but in tornado it seems to only check per 10 seconds not per tick. I assume water spout will be the same. -
I just tested it and similarly no badge credit but very convenient from the Atlas Park WW. Also nice in Sharkhead.
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sorry, my search attempts have totally failed, I got no idea on the data chunk or link.
I know Umbral posted it, but I can't find the thread. -
Sorry I am on a Mac and therefore don't have Mids and I didn't save the data chunk last year since it was of no use to me at the time. I'll see if I can find a link to the older post.
Thanks for the feedback.
Quote:It does more than a level 50 Heal slotted into Fast Healing regardless of where you put it. That's a pretty decent use of 1 slot in my book. And, I have 3 of them sitting around. If you can think of a better use of the slot, please recommend it. I am a complete incompetent at building characters.In no particular order.
[LIST][*]The Regen Tissue doesn't do enough for a Regen with decent slotting in their powers. Omit that IO completely, and use that slot somewhere else.
Quote:[*]For a Regen, the Panacea unique is incredibly extravagant. I also recommend something else there, though I do normally four-slot Integration. (I usually use 3 pieces of Numina and an End reducer.)
1. it lets you exceed the ED cap on powers in the same way as a damage proc
2. it is more endurance, rather a lot actually, over 85% as much as performance shifter
3. it is the only way to heal passively while under the effect of -regen which is quite common
4. when it ticks it will wake you up out of sleep
5. the set bonuses are increadible for /regen
Quote:[*]Don't add a slot to Physical Perfection. Add a slot to Stamina instead. A Perf Shifter proc in PP will do more than a level 50 endmod IO there.
Quote:[*]Consider Doctored Wounds for Dull Pain. For a very small reduction in the global recharge bonus you can slot for a great deal more recharge boost in that power.
Quote:[*]Instead of Body Mastery, consider Soul Mastery, using Dark Blast and Shadow Meld. Shadow Meld can be very good with two slots using Membrane Hami-Os. This may be less attractive since you have Parry, but it can be valuable if you need to fend off ranged attacks, or recover from heavy -def debuffs (or both).
Quote:By the way, posting the build with no data chunk makes it harder to look at in Mid's. I was able to import it from the raw text, but it used the totally wrong powers for the Leadership toggles, and I can't remove the ones it used, and it shows nothing in your inherents (like Fitness).
Edit:
Anyway, if I drop conserve and physical perfection in favor of Shadow Build and Dark Blast, it still looks like regen tissue in the default health slot because it's better than a level 50 heal IO as I understand it. And put just a perf shifter proc into stamina. Then I have two slots for shadow meld, I'm guessing Gambler recharge and Def. And just a neucleus in dark blast. That leaves me one slot I can either add an end mod to stamina, or a third slot to shadow meld (def/end/rech?) or is there anywhere I'll get more mileage? -
So a while back Umbral gave me this build. I've got most of it put together, but I that now with access to Villain Pools and inherent fitness there might be some ways to change around slotting.
Specifically, I'm looking to get rid of conserve energy and physical perfection if there are better choices. It'll be short on slots though I'm guessing.
Assault seems an obvious choice since it is a 1-slot wonder.
Any advice?
Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(50)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(15)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(21), Panac-Heal/EndRedux/Rchg(23), Panac-Heal(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Panac-Heal(34), Panac-Heal/+End(36)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(50)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Run+(40), GftotA-Def/EndRdx(40)
Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal(42), Dct'dW-Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(34)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), GftotA-Run+(43), GftotA-Def/EndRdx(43)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
Level 41: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), RgnTis-Regen+(50)
Level 49: Resilience -- GA-3defTpProc(A)
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This doesn't make any sense at all. First, procs never stop working as long as the power is available, it is global's that stop. Second, you can't slot a melee attack IO like kinetic combat into caltrops.
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Other have given some good advice like level pacting etc.
My advice is from the content side: take him in a group of 8 people on Flashfire's arc in the hollows on a weekend or other time when you can do all of the missions in one sitting.
Have a second character with a pre-loaded bank job mission and take him through that next (also get a team for it) without having to run the 5 radio missions that are rather boring and repetative.
Getting some of the juicy bits of the game under his belt will help get him attached to the character who pulled it off.
The Vazhilok Wasting disease is another good story to duo, but might be too high level. -
I'll be testing this next weekend. Nice idea!
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Quote:Even without needing them for favor of the well, you need 12 shards (or equivalent) for a tier-1 alpha, an ADDITIONAL 20 or equivalent (8 of them cannot be "equivalent and must be actual shards) for a tier-2, an ADDITIONAL Notice of the Well and I am not sure but more than 20 to for the tier-3, Then do it all over again from scratch for a second Tier-3 before combining both PLUS many more shards to make the tier-4.No, the endgame requires running raids, and may require grinding some level 50 content (which doesn't have to be raids). One ITF is always one Ancient Nictus Fragment, and it's not like you need twenty of them to forge into the Ancient Nictus Hammer. You really only need two or three for a Very Rare alpha boost.
Now, grinding up the shards for a Favor of the Well, that takes some doing. But that can be any level 50 content, so it's not like you're forced to run STFs in the hope that one of your pieces will drop and none of the other players will need it - and that Kahn that's forming is useless to you, because you already have as good or better stuff than what it drops.
We have it good here.
It is well over 100 shards to get a tier-4 even using taskforces and picking the component options.
That is grinding. It is not bad as far as grinding goes in MMOs, but it is still grinding. -
I don't have mids but:
Energy Melee/Energy Armor Stalker:
1. Energy Punch: Stagger Stun/Range, Stun/Endred, RazzleDazzle Stun/Range, Chance to immobilize, RopeaDope Stun/Range
2. Hide: Serendipity End Red, Red Fortune End Red, Luck of the Gambler End Red/Recharge
3. Bone Smasher: Absolute Amazement Chance to tohit debuff (note this is bugged and never triggers in any power ever), Kinetic Combat chance to knockdown, Stagger Stun/Range, RazzleDazzle Stun/Range, RopeaDope Stun/Range, Stupefy Stun/Range
4. Kinetic Shield: Serendipity End Red, Red Fortune End Red, Luck of the Gambler End Red/Recharge, Gift of the Ancients End Red/Rech
5. Power Shield: Serendipity End Red, Red Fortune End Red, Luck of the Gambler End Red/Recharge, Gift of the Ancients End Red/Rech
6. Assassin's Strike: Pounding Slugfest Disorient, Kinetic Combat Knockdown, Focussed Smite Acc/End/Rech, Mako Acc/End/Rech, Common IO EndRed, Common IO Rech
7. Buildup: Rectified Reticle Increased Perception, Common IO EndRedx2
8. Entropy Shield: Serendipity End Red, Red Fortune End Red, EndRed/Rech, Luck of the Gambler End Red/Recharge, Gift of the Ancients End Red/Rech
9. Placate: Common IO Rangex2
10. Energy Protection: Serendipity End Red, Red Fortune End Red, EndRed/Rech, Luck of the Gambler End Red/Recharge, Gift of the Ancients End Red/Rech
11. Hover: Kismet Accuracy, Serendipity EndRed
12. Fly: Soaring EndRed, Freebird: Stealth, CommonIO: EndRed
13. Haste: CommonIO Rechx2
14. Maneuvers: Serendipity End Red, Red Fortune End Red, Luck of the Gambler End Red/Recharge
15. Energy Transfer: Pounding Slugfest Disorient, Kinetic Combat Knockdown, Focussed Smite Acc/End/Rech, Mako Acc/End/Rech, Common IO EndRed, Common IO Rech
16. Energy Drain: Energy Manipulator chance to stun, Harmonized Healing: Heal/End, Regenerative tissue: +regen
17. Assault: CommonIO Rechargex2
18. Total Focus: Kinetic Combat chance to knockdown, Stagger Stun/Range, RazzleDazzle Stun/Range, RopeaDope Stun/Range, Stupefy Stun/Range, chance to knockback
19. Tactics: Adjusted Targetting Recharge, Gaussian's Recharge, Common IO Recharge
20. SuperSpeed: CommonIO endredx3
21. Vengeance: Karma -kb, Serendipity Endred
22. Dark Blast: Entropic Chaos chance to heal, Discouraging Words (Full set), Dark Watcher's despair chance for recharge slow, deflated ego recovery debuff
23. Shadow Meld: Serendipity End Red, Red Fortune End Red, Luck of the Gambler End Red/Recharge
24. Summon Widow: Discouraging Words (full set), Dark Watcher's despair chance for recharge slow,
Health: Triage End/rech
Stamina: Performance Shifter Acc/Rech
A note about hover: The kismet only gives the bonus to hit if hover is turned on (I have a scrapper I made this mistake on) and hover has a bug/feature where it stops you outside of melee range of enemies if you try to follow/goto. Very frustrating.
I'm not sure if this is actually worse than blank slotting. But it is pretty close. -
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* An average of three free content-expansions per year
* Development team logs into critical lore-based NPCs and roleplay them on the live servers
* Essentially, all loot drops equally from all enemies, instead of spawn camping or farming a specific mission, you can run whatever content you enjoy most and still get the most valuable loot -
Sorry, I work stupid long hours and don't get online much. PM sent to coordinate a time.
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Skydrive.
skydrive.live.com
Hold 25g of data, you can setup public folders. -
Quote:I have hasten on builds where it will help, and I leave it off where it doesn't. For me, there are a few reasons that go into when I choose to avoid it.With all that being said, it would seem that Hasten has always been a "must have" power that I cannot think of any legit reason no one would ever pick this up? Who wouldn't want to reduce the amount of time their powers recharge? This would also leave me with extra slots for other powers that I would have had to use for recharges.
The end crash it causes is a big reason that I avoid it. Another is that it causes redraw. A third is that I am a lazy man, and so I set it on auto. Sometimes this has gotten my characters killed when it fired and I needed to click a heal or an insp and couldn't while it was animating. -
I'll give you 1b even. Unless an higher bid comes in.
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Quote:well, judgement is an AoE attack. I could see them limiting swaps to respecs, or to another action as extreme as a respec.Well Devs did say we'll have the ability to hold up to 10slots total of incarnates which I assume is why the amount of choices in the middle Incarnates (Gamma? :P) is so many to choose from. That being said it'll probably allow you to switch still just like how I bet Omega will do the same when it comes out one day.