GavinRuneblade

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  1. Quote:
    Originally Posted by Snowvein View Post
    Great guide and thanks for the link. My search-fu failed me.

    So instead on health I was considering going:
    • two Numinas (Heal and +Regen/Recovery) for the bonus
    • one Miracle (+Recovery)
    • one Tissue (+Regen)
    • and one Regular Health IO
    If I read the numbers correctly from the Mid's Build I've posted here (my last post) (and I may misunderstand Mid's here), I'm seeing 260% Regen. And, since I'm a Dom, not nearly as worried about Recovery, although that is listed as 184% as well.

    Getting hit sucks but is reality. Not having a self-heal still makes me nervous, though. So... how much is too much here?
    Why not a second miracle instead of the common health IO?
  2. GavinRuneblade

    Backup Radio

    Quote:
    Originally Posted by RogueDemonhunter View Post
    *The pets for both Preations are kinda stinkeroo in my opinion but the Red and Blue sider pets are fine. Well worth it. At the very least you can summon the gold side ones to get shot at instead of you. I find their attack chains pathetic though so don't rely on them taking much agro off you. Theyre not Shivans... none of them.
    The Shivan is an Elite Boss. By contrast the Backup Radio here summons a lieutenant
  3. I might be interested, how much are you asking?

    Also, as it is a proc, the lower level actually does not change the value because it is exactly the same effect as a level 50 version.

    some people might value it higher since you can slot it sooner.
  4. GavinRuneblade

    Backup Radio

    And in general you always want to buy the lowest level version because the salvage is cheapest. Why pay 2-4million for the rare when you can pay 6-20k instead?

    For some bizarre reason, on the market interface the low level recipe is always the one in the middle.
  5. Quote:
    Originally Posted by Residentx_EU View Post
    Thank you. So my next question. Do these slots have different cooldown times than the original three(core, core boost, Radial)? Having 6 new slots with a cooldown of 15 minutes each will make it hard to use them during game play.
    Well there is only one slot (Alpha) and it has a 5 minute cooldown for swapping. Think of it this way, in brawl you have one slot. Let's pretend you own the Mako Quad, kinetic combat knockdown proc and a Hami-O nucleus. You can only put one into brawl. But pretend that instead of needing a respec you can trade out every 5 minutes. Core, Core Boost, and Radial are like those three enhancements (Mako, Kinekic and Nucleus). All the alpha enhancements you craft have the same cooldown period because the cooldown is related to the slot, not the enhancements that go into it (core, core boost, radial).

    Judgement is next and we don't know yet if it can be swapped at all.
  6. Quote:
    Originally Posted by JamMasterJMS View Post
    I thought grounded gave knock protection (and very high mag at that) so maybe you could transfer the steadfast to another toon.
    In addition to what BlueBattler said, grounded also stops giving you knockback protection when you are above the ground (jumping or flying). That's why mine has a steadfast slotted.
  7. Quote:
    Originally Posted by Residentx_EU View Post
    I've posted an image to help clarify:

    Alpha_Slots.png - 1.2 Mb

    When I first started the Alpha stuff, I had access to Core, Core Boost, and Radial for Cardiac, Musculature, Spiritual, and Nerve(12 slots total). Now I see 6 new slots for each that require the notice in addition to the other incarnate stuff. Does completion of the 9 slots under each(cardiac, M, S and N) result in a level shift for each(Potentially 4 shifts based on 9x4)or is it a shift once no matter how many you fill.
    That is the construction page. Think of it like an IO. The page you are looking at shows you the recipe. If you crafted all 9 you still get zero benefit until you equip one. If the one you have equipped gives a level shift, you will be shifted. You can only have 1 alpha equipped at a time, so only a +1 shift.

    Crafting any more than 1 just gives you options (although two of the rare and needed as ingredients for the very rare).
  8. Quote:
    Originally Posted by Vanyr77 View Post
    Thanks for the Replies. Which travel power would help me most? Would Combat Jumping be any good to fill in the +def hole of /regen?
    Travel powers are all optional. Personally, I just use jet packs now, I hate the walls that you can't jump over.

    My /regen has combat jumping, weave, and maneuvers. /regen needs +recharge, lots and lots of it. Combat jumping not only gives you defense, it can hold a luck of the gambler. If you have going rogue, you can get a luck of the gambler in two weeks or less via alignment merits.

    Defense is an oddball in that it is more effective the more of it you have. Small amounts you won't really notice, but as you stack on more and more, it gets very potent.

    With any primary except nin/ you want to aim for s/l defense. If you are going claws, then you want to look for sets like kinetic combat, smashing haymaker, etc.

    Also, while you're low level, run some AE missions and roll bronze tickets. You are very likely to get the steadfast protection 3% defense IO.

    with combat jumping, weave, maneuvers, and steadfast protection you're looking at 12-15% defense. If you take tactics and slot gaussian's thats another 2.5%. Or you can go rectified reticle for 1.25% and only 3 slots. It is enough that you're really going to feel the difference.

    Ideally you want 20-33% s/l defence as your end-game build.33% is enough that one small purple will get you to the softcap when you need it.
  9. Quote:
    Originally Posted by Jibikao View Post
    If you want a somewhat "steamroll" Stalker build, I would go with either Electricity Melee or Spines. I vote Electricity melee because your ST damage is still respectable. Spines' ST damage is just ... slow.
    I'll second this.
  10. Quote:
    Originally Posted by Kai View Post
    Kai is a reality hacker and as such there is nothing really mechanically in game right now that would really be apropos to if she was in a serious fight, but assuming they could add things...

    3) At 75, 50, 25 percent she would fire a auto hit power that set the players into a phased state for 30sec and swap their AT+powers with someone else's on the team
    Well, I think I read somewhere that Posyb's (the arcannaville AE challenge thread if I'm remembering right) in-game character has every controller primary and secondary power. So there has to be a mechanic to add powers beyond the limits of primary and secondary sets. On the other hand, something that is probably easier to do would be a variant of the Barracuda Taskforce last mission, where you get a bunch of temp powers by standing inside the machine. Only let them swap out the existing buttons on the primary power bar with the temp powers. That might be more do-able.

    I ran into a bug that did 50% of the work back on the i18 Mac client. (Swapped recharging powers in bar 1 and 2 but not bar 3 for a similar dayjob power icon). The advantage of temp powers is that temp powers are balanced to work without slotting.

    If you're a hacker you need a bonus power vs tech-origin =)
  11. The rule of 5 says that you can only have 5 of the same name bonus. Fortunately the Luck of the gambler is specifically named "Luck of the Gambler 7.5% Recharge Bonus". so it doesn't conflict with, say the basilisk's gaze and it's "7.5% recharge bonus".
  12. Character: BS/Regen Scrapper. Has stealth, but not invisibility.

    1. Ala the Rikti Riders from Lady Grey's Task Force or Snaptooth or Mary Macomber: multiple stage fight that gets harder each time. Use the /regen self-res and each time it is used upgrade from EB to AV, to +1 Level AV (only three stages). Also, each res changes attacks a bit (see below).

    2. Have a custom Agro list that ignores taunt/threat rating and actively determines who is most critical to party success based on weighing #1 party buffs, #2 damage dealt, #3 debuffs (AVs already resist debuffs so buffs are more important than debuffs). So I attack and kill the most important PCs first.

    Stage 1 EB:
    * Room has low roof to minimize ability to hover-blast and tactical challenges: two randomly appearing tar patches (to trap running PCs, uses full mechanics from dark miasma including -res, use targeting mechanics developed for Apex TF). Instead of ambushes, add popup turrets with Malta Sapper end-drain/hold attacks. 1-3 appear every so often (not tied to my HP), about 1/3 the rate of the ambushes in the Barracuda TF climax but they never stop.
    * Use mostly single target attacks with the occasional slice. Pretty generic tank and spank except for the funky aggro mechanics and complete lack of ranged attacks.
    * So ideally a rad defender drops some debuffs then runs me in circles while the team chases and whomps me down from behind while hoping the runner doesn't get stuck in a slow patch. Only heal power other than a higher than normal regen value for an AV is reconstruction on a very slow recharge (and with a low heal %).
    * When defeated, all remaining turrets self-destruct.

    Stage 2 AV:
    * Half of the floor panels drop away and become lava patches. Add a third tar patch, raise the ceiling 30' but cover it with caltrops (so "effective" ceiling is only raised 20'). Add 1 normal "machine gun-style" popup turret to each spawn.
    * Gain 1 ranged AoE that is never used against the current "target": animates like rune of protection day job power but hits like a "backwards" knock power with -fly. Instead of pushing PCs away, it pulls them toward melee range and leaves them on the floor.
    * Add whirling sword and headsplitter to attack list. Give Headsplitter high priority. Add current PC version of Moment of Glory (15 second duration, not the annoying one paragon protectors use) and a slightly nerfed dull pain replaces (not in addition to) reconstruction. (lower heal and max hp values much MUCH slower recharge).
    * When defeated, all remaining turrets self-destruct.

    Stage 3 AV +1 level:
    * Half of the remaining floor tiles fall away (so 75% of the floor is lava). Increase popup turret spawns slightly (still less than 1/2 the rate of the barracuda fight climax), add one that fires webgrenades (immobilize, -fly) and normal machinegun attacks to 33% of spawns.
    * Slightly buff the dull pain power.
    * Add ~2s Confuse effect to the AoE pull attack. Meaning the first power each PC uses upon standing up is selected by the server and targetted against another random PC within range of the power. You stand up and attack your own party once. Make sure the confuse lasts long enough for PCs to stand, but never long enough for two powers to be triggered. Heavily weigh ranged attacks over melee, but thanks to the knock effect it is likely more than one PC will be in range anyway.
    * Make all single-target attacks PBAoEs in effect, but don't change what defense they target. So "Hack" is a 30-degree narrow cone with a 15' range, but still counts as melee-lethal. Increase Area of actual PBAoEs by 50%.
    * When defeated all remaining turrets self-destruct.
  13. Quote:
    Originally Posted by Vanyr77 View Post
    Been away from the game for two years but, why would i want to knock them into a corner/wall? And What would be the best Secondary if i like to stay and fight? I heard regen was great so that's why i chose it lol.
    Errant named the reason for teh knock into a wall.

    On the "best", there isn't one. /Nin has solid defenses and caltrops which are amazing. /SR is very affordable and has "the best" defenses (highest def numbers, and highest debuff resistance). They are often described as the top performing.

    In my experience, Dark is outstanding, but it heavily benefits from dumping money into it.
  14. GavinRuneblade

    PVP IO Question

    On the Panacea, I like it for the odd reasons of it being a proc rather than an enhancement bonus. This means several interesting and beneficial things:

    #1 fight an enemy with -regen effect and it will completely screw over your /regen or /wp's primary method of healing. The Panacea proc will still give you something (not a lot, but more than nothing). As far as I know, this is the only way to get such an effect.

    #2 heals wake you up out of sleep. The blaster's taught me this trick via slotting entropic chaos into a tier-1 attack power. Doesn't happen all that often, but I still like having the chance.

    #3 Most of my healing powers are at the ED cap, so more healing can only come via a non-enhancement method. Panacea gives me more passive healing above the cap. I like this a lot. It is no different than adding a damage proc to an attack, and we all know how popular that is. I'm really surprised this alone isn't enough reason to make the Panacea Proc a mainstay.

    #4 As BrandX stated, eventually you run out of places for the Performance Shifter. Getting one more +end proc in is nice. Especially since you can turn

    #5 The endurance version of #1: If you have a crash power, or fight -recovery enemies the proc gives you endurance when an endmod IO in stamina gives you F#@!-all nothing. Numina and Miracle both give recovery boosts, so again, they give you nothing. Panacea keeps proccing away giving you endurance.

    Really, when you look at it, even though the bonus is small it impacts in so many ways that it really is a lot of benefit for just one slot.

    Edit: Plus, let's face it, the set bonuses for Panacea are by far and away the best in the entire Healing Category. It's got all the best from all of the other sets combined and increased. Better recharge than doctored wounds, same recovery as Numina, same regen as miracle, etc. What's not to love except the price?
  15. Knowing what I know now I would never have made my BS/Regen. Kat/WP is better in every possible way (except PvP). Higher damage, better survivability, faster attacks.

    BS hits harder on individual blows. Katana attacks so much faster that the difference is insignificant. In another thread someone did the math to show you only need 23% +damage for kat to hit as hard as BS, but still be faster. You get half of that with Assault the pool power.

    That said, I do love my BS/Regen, she can do everything I want her to. Many lethal-resistant enemies (robots) are very frustrating though.

    One other thing to consider is that Regen is a very clicky set. If you like that, then it is very fun. If you rather just attack and only worry about panic buttons, /elec or /wp will be better choices. I have terrible reflexes and that is a big part of my wishing I'd gone /wp instead, but at the time I didn't know any better.
  16. GavinRuneblade

    Mu or Fire?!

    Quote:
    Originally Posted by ultrawatt View Post
    Mu has better AoE than fire, because it has 2 AoEs.
    This is not a valid way to compare them. For example, SS is widely cosidered one of the better AoE sets and it has exactly one AoE power, a tier-9. It just happens to be so incredibly good all by itself that it puts the set up high in AoE comparisons.

    The Mu AoE immobilize, is not really much of a damage power would you really try to farm with it and nothing else? Fireball hits harder than ball lightning.

    That said, not needing to take filler powers, and having the Immob to prevent runners and to plug gaps in an AoE chain is at least helpful.
  17. Quote:
    Originally Posted by BrandX View Post
    So more time waiting for powers to recharge so you have something to click?
    Nah, just means slot more +recharge and click at the same speed but for more damage. =)
  18. Quote:
    Originally Posted by thgebull0425 View Post
    Has anyone ever created a hero or villain, and run all the content? I was thinking about this today, it would be a combination of xp and xp off, so that they haven't outlevelled contacts. Anyone tried this?

    I was thinking of it, once a week, running solo and teaming where required. Any thoughts on this?
    There have been a number of posts by people who mention the strategy of turning off exp at each 5 level increment until all arcs are finished (level 4, level 9, level 14, level 19, etc) to do this specific thing. This also accomodates Fulmens point about the non-oro content.
  19. Quote:
    Originally Posted by Redlynne View Post
    Anyone care to speculate what the reaction would be like if Very Rare Cardiac offered +5% Endurance Reduction? Or if Very Rare Musculature offered +5% Damage Buff? Or if Very Rare Spiritual offered +5% Recharge Reduction? Or if Very Rare Nerve offered +5% Accuracy?
    First, solid test thank you for the data.

    Second, I think the comparison you draw here is the weakest part of your effort. Nerve offers defense as a secondary, not a primary so comparing it to the primary effects of the other slots is misleading. Secondly, End Reduction, Damage, Recharge and Accuracy are Schedule A buffs, while Defense is a Schedule B, again a straight comparison is misleading.

    Therefore it would be more accurate to say:

    Anyone care to speculate what the reaction would be like if Very Rare Cardiac offered +5% Range? Or if Very Rare Musculature offered +5% Immobilize?

    While we players might consider defense to be far more important off of the the Nerve slot than the accuracy, the mechanics don't agree with us. That slot is for accuracy first and all other effects are secondary at a lower value.

    I don't hear any complaints that a level 50 Damage IO gives 42.5% and a level 50 Defense IO "only" gives 25.5%

    I will admit that I expected more, especially with that many powers. But as I read it, the key takehome is that the minimum and maximum benefit is about the same. Zero slotting and 3 +0 SO slotting is only a 2% difference if I read your results correctly?

    So if that 4-6% is meaningful to you, the fact that actual def slotting is irrelevant in many powers may significantly open up build options.
  20. Quote:
    Originally Posted by Master Zaprobo View Post
    Confirmed that Level Shift has no effect against Giant Monsters. Tested vs. Ghost of Scrapyard.

    With Level Shift...
    You activated the Pulse Rifle Burst power.
    HIT Ghost of Scrapyard! Your Pulse Rifle Burst power had a 95.00% chance to hit, you rolled a 41.68.
    You blast Ghost of Scrapyard with your Pulse Rifle Burst for 72.89 points of energy damage.
    You have knocked Ghost of Scrapyard off their feet with your Pulse Rifle Burst!
    Ghost of Scrapyard MISSES! Spirit Wrack power had a 60.00% chance to hit, but rolled a 84.29.

    Without Level Shift...
    You activated the Pulse Rifle Burst power.
    HIT Ghost of Scrapyard! Your Pulse Rifle Burst power had a 95.00% chance to hit, you rolled a 20.03.
    You blast Ghost of Scrapyard with your Pulse Rifle Burst for 72.89 points of energy damage.
    You have knocked Ghost of Scrapyard off their feet with your Pulse Rifle Burst!
    Ghost of Scrapyard HITS you! Spirit Wrack power had a 60.00% chance to hit and rolled a 22.22.

    So, as you can see my damage remained the same, and Ghost of Scrapyards' ToHit rolls remained the same.
    Thanks! I can't test myself, I only have two with rares and neither has enough shards for a new non-rare, so I appreciate the confirmation!
  21. A buddy of mine has only two characters on his account and has been playing for over 3 years. All servers combined, two characters total.

    No plans to make a new one either.
  22. For the record, The patch that fixed the long loading screen, did not fix the lockup when talking to NPCs.

    Still get that one all the time.
  23. Quote:
    Originally Posted by Sukothai View Post
    No, I tested this the other day, the results were not good!
    How did you test it and what were your results?

    Did you attack a Monster/GM with a rare Alpha, break off, swap to a non-rare (or nothing) and attack again using the exact same conditions other than the swapped alpha?
  24. Quote:
    Originally Posted by Errant View Post
    Instant Healing (28) LARGE regeneration buff. Helps you to heal damage about as fast as it comes in. Can be eaten through, but if you combine it with the HP buff of Dull Pain, it's really tasty.
    Moment of Glory (38) 15 Second Defensive Build Up. Nearly capped resistances to all but Psionic, and WELL over soft-cap for defense vs all but Psionic. Also known as the MC Hammer - "Can't Touch This" Also, a recovery buff, useful if getting drained.
    Errant's post is very good, and I just wanted to add two short notes on these specific powers:

    Instant Healing can't ever be permanent. But as he mentions it is very powerful. Don't click it every time it is up, think about the danger that you will face during the next minute and choose when to use it. At level 50 on my scrapper it takes me from 62hp/sec up to 134hp/sec. You need to use it BEFORE they kick your butt though, it's not the best panic button.

    Moment of Glory is best used proactively as an anti-alpha power, and you can have it up every spawn. Only lasts 15 seconds, but you should have 1-2 enemies dead by then. With claws, you could Followup->spin->shockwave->focus and kill 3-5 enemies before it wears off if you're lucky. It also works as a decent panic button, but like Instant Healing it is often most effective BEFORE they have kicked your butt.

    If you go soulmastery for your patron pool, having both Shadow Meld and Moment of Glory is very popular. Use one as you approach the spawn, and the other only if you really need it during the fight. Great for surviving AVs and other hard targets too. If you're pulling in 100+hp/sec and you're immune to damage for 15 seconds, that's 1,500 hp of healing before they can hurt you again. The stalker hp cap is 1606. And you can easily get more than 100hp/sec on a /regen character. So MOG is basically become immune to all damage for 15 seconds PLUS heal to full at the same time. Just watch out for that psychic hole that Errant mentioned. You'll want to keep a click heal available if you have a lot of psychic enemies hitting you and you need MOG. This is also why Shadow Meld is so popular for /regen characters =)
  25. /regen is weaker on stalkers because of the lower hit points. But it is still capable of fighting it out. As Errant mentioned, you need to level a bit more before you start to feel it.

    Also, regen is the most "active" out of all secondary powersets. You live or die based on knowing how to time your click powers. It is skill intensive and very attention hungry, but also a very solid set. Many scrappers use it for soloing AVs.

    One of the nice things about it is that it performs identically against any enemy. Hydras with toxic damage? Carnie Psychic attacks with, even the hamidon with his ignore defense, ignore resist untyped special damage. Regen doesn't give a darn. It's all the same.

    Some important guidelines when you do get higher level and start using IOs:
    NEVER deliberately build for +regen set bonuses. This is the most common mistake with /regen and it makes people very frustrated and confused. +regen is only slightly more useful than debt resistance as a set bonus for a /regen.

    Instead, Go recharge and defense. You'll be sitting on 120+hp/sec just from your core powers with dull pain and instant healing going at the same time. Adding an extra 1-3hp/sec from set bonuses doesn't add anything significant to that. But adding even 15-20% defense makes an enormous difference.

    Scrappers need to build for +HP, but on stalkers with the lower HP cap, you just need your accolades and enough recharge to make dull pain permanent and you're golden.

    Tough and Weave are very helpful.

    Haste is almost but not quite mandatory. It gets your clickies up sooner and you want to have dull pain up as close to permanently as you can.

    Quick Recovery gives far more endurance than stamina, and fast healing gives far more regeneration than health. Slot accordingly. I made the mistake of 4 slots in health, and 2 in fast healing. When I later traded them around, it added 7 hp/sec to my build with no other changes affecting hp or regen. I didn't even change which IOs were slotted, just moved them (4 numina's inlcuding unique, and 2 miracles including unique).

    Quote:
    so what's a good secondary for a Claws Stalker that wants to stay after the initial AS?
    Personally, I recommend /sr or /wp for claws because they have the fewest powers that cause redraw. But honestly, claws/regen is a pretty viable character. As I mentioned, on scrappers it is popular for AV soloing, so it is tough enough. And I like how it performs the same against almost anything. Just watch out for damage spikes, like the energy transfer on those crey tanks =)