Gobbledygook

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  1. Quote:
    Originally Posted by Obscure Blade View Post
    My AT? Sure! I mean, I'm just a Citizen, which means I'd be completely invulnerable to her.
    If you're praetorian you could probably kill her with a rock.
  2. Since the changes to regen, I have tried it once. I personally didn't like it that much. Maybe if I give it another shot.

    As far as Regen playing like WP, to me, it's more like WP plays like old school regen.

    And of course, I agree with adding some form of recharge resistance to regen.
  3. Thinking of undertaking thi journey myself, and making a sort of blog out of it.
  4. Quote:
    Originally Posted by PleaseRecycle View Post
    RTTC is nowhere remotely close to the IH toggle as people remember it, i.e. six slotted with golgis back when that meant something. I don't remember if its base was initially 600% or the full 800% regen (or was it 1000%?) but you ended up packing either 1800% or 2400% regen with all said and done. RTTC is nice but old IH is never going to happen again for a variety of fairly obvious reasons. See the uptime of rebirth's ultra-regen period for a window into what the devs currently consider to the maximum allowable buff level for a single player power.
    Which is part of the reason Devs claim that the game is balanced around SO's. Looking at equal slotting, with SO's they are indeed comparable. So why not make IH a toggle again.
  5. Quote:
    Originally Posted by BrandX View Post
    If IH became a toggle again, Id be in love! ^_^
    Same here. People say it would be overpowered, but if you look at regen and wp, wp has a toggle that gives nearly the same bonus as IH in a toggle. Plus Wp has a passive +hp, decent res and def included in its powerset without having to dip into power pools. The power pools help it that much more. Doesn't Wp also have -regen resistance? Did regen get that in it's latest update?
  6. Quote:
    Originally Posted by 80sBaby View Post
    Cap actually knows all forms of martial arts. His primary fighting style, however, is a perfect blend of various fighting forms, predominantly American boxing and judo.

    But he adjusts as needed.

    Please show me where it says that he knows all forms of martial arts, because I have NEVER seen that before.

    Also, James and Steve have fought before, most recently over Nuke.

    http://i3.photobucket.com/albums/y93...verineCap2.jpg

    Here's a breakdown of the issue.
    http://loganfiles.com/WO_4B.html
  7. Gobbledygook

    Mids vs Game %

    Arcanaville, why aren't you a Dev, or at least a consultant of some sort for this game by now?
  8. THis is my planned build for Thrill Kill, my Dm/Inv brute. I grabbed soul mastery for gloom and a little extra AoE. He is softcapped to s/l/e/n. Also plan on picking up rebirth and Void judgement for more AoE fun. Maybe will help with ideas.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(9)
    Level 1: Resist Physical Damage -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(46), Aegis-ResDam(48), Aegis-ResDam/EndRdx/Rchg(50)
    Level 2: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg(7), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13)
    Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/EndRdx(33)
    Level 6: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Rchg(17)
    Level 8: Siphon Life -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(17), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Heal-I(21)
    Level 10: Boxing -- Empty(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(31)
    Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam/EndRdx(29)
    Level 18: Dark Consumption -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(39)
    Level 20: Weave -- LkGmblr-Rchg+(A), HO:Cyto(37), HO:Cyto(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(43)
    Level 24: Resist Elements -- GA-3defTpProc(A)
    Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(27), Erad-Acc/Dmg/Rchg(27), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Rchg(50), C'ngBlow-Dmg/EndRdx(50)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(36), HO:Cyto(36)
    Level 30: Resist Energies -- S'fstPrt-ResDam/Def+(A)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(40)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), SW-ResDam/Re TP(40)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(39), HO:Cyto(39)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), SipInsght-Acc/EndRdx/Rchg(46)
    Level 47: Touch of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(48), N'mare-Acc/Fear(48)
    Level 49: Unstoppable -- RechRdx-I(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Agility Radial Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(9), Mrcl-Rcvry+(40)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23)
    Level 1: Brawl -- Empty(A)
    Level 1: Fury
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  9. I agree with a lot of the people saying EM. What I disagree with is adding another new mechanic. Just repeal the nerf that was applied, add in some AoE goodness, I.E. buff whirling hands and add splash damage ala thunderstrike.
  10. Quote:
    Originally Posted by Hopeling View Post
    Do you mean 60 sec downtime? 60s recharge is impossible due to to the recharge cap.

    I'm not even qualified to have much of an opinion on /regen since I've never played it to any meaningful level, but I think comparing passive regeneration only isn't very useful, since both sets have several other things they use to stay alive.
    You're right, 60 seconds downtime.
  11. Increase the amount of Regeneration Buff that can be enhanced in Integration.

    Slightly increase the non-enhanceable health regeneration buff of Regeneration/Integration.

    Integration has 2 portions of regeneration, an enhancable, and an unenhancable portion.
    Let's get rid of the unenhancable part.

    Maybe this would allow it to actually live up to it's name without being OP.
  12. Quote:
    Originally Posted by Oedipus_Tex View Post
    I don't have much to say on this topic. As a small pointer, though, for detailed discussions like this it's helpful to spell out power names. Acronyms are re-used thoughout the game, so it takes a lot of concentration for me not to read portions of the opening post as having something to do with Dual Pistols.
    You're right of course. I've thought the same thing myself sometimes when seeing attack chains, having no clue what the attacks are.
  13. Quote:
    Originally Posted by Bill Z Bubba View Post
    While this is now true, it's a recent development. The defense based sets have all been at a major disadvantage in their ability to keep up thanks to the preponderance of defense available through inventions.

    Ignoring that fact isn't something I plan to do.
    I agree. It's like this game has turned into City of Defense. If you want to play something, the recommendation is to build for Def. well that's all fine well and good, but what about the def sets that already hit the soft cap? They get crap for I/O usage really.
  14. Well, after looking at some of the changes that were made to regen, I came up with my own proposed changes.

    I know alot of people think that IH should stay as a click. So how about repealing some of the other changes that heppened to it.

    Increase the amount of Regeneration Buff that can be enhanced in Integration.

    Slightly increase the non-enhanceable health regeneration buff of Regeneration/Integration.

    Integration has 2 portions of regeneration, an enhancable, and an unenhancable portion.
    Let's get rid of the unenhancable part.

    Maybe this would allow it to actually live up to it's name without being OP.


    Of course, I can always dream of the day where IH is either returned to a toggle (at a slightly reduced regen rate) or it's recharge is reduced slightly.
  15. The reason I listed the changes was in case some of the newer folks weren't aware of all of the changes.

    As far as being misled by the name of the set, I think that's kind of unfair for any newer players. Especially when you read the description of the powerset. I wouldn't mind a change to the name.
  16. Preface:It was pointed out that there are acronyms in this post that are used for other power sets. To make this easier, here you go.

    OP=Over Powered/Original Poster
    DP=Dull Pain
    IH=Instant Healing
    WP=Will Power
    Reg=Regeneration
    FH=Fast Healing
    Int=Integration
    ED=Enhancement Diversification
    HP=Hit Point
    HP/s=Hit Point per second


    Before this turns into a flame war, I want to point out that I want this to be a serious discussion.

    In, I believe the brute section, someone pointed out that combined with the level shifts and Rebirth Destiny, that regen scrappers were almost back to the point were they used to be. But how well does regen do on its own?

    I used to love playing on my Claws/Reg scrapper back in the day. The Devs decided that regen, the powerset, was overpowered. I personally do not believe that was the case. Now back then I didn't even know the forums existed. I know that on my toon, I was sometimes in awe of what other regens were doing. One day I asked one of them how she was surviving. They had tough, and weave, and combat jumping, and perma hasten buffing there def along with permanent DP. That was how I discovered the forums. Shortly after that the discuccions on "Adjustments" were happening. One forum poster even pointed out to the Devs that there data was inaccurate, something to do with the server they were testing on. I can't find that info though, still looking. So you see, it wasn't Regen that was OP, it was regen along with a slew of pool powers combined that made it OP.

    I'll be honest, I do not know where to get the numbers from the powers before the nerfs.
    However, according to Paragonwiki, here are a few of the changes.

    Regeneration/Instant Healing Max Regeneration buff was slightly reduced. Additionally, it gains less of a boost from each added Enhancement.

    Reduced the amount of Regeneration Buff that can be enhanced in Instant Healing and Integration (base values were not changed). A step in bringing Regeneration powerset more in-line with other equivalent powersets.

    Changed Regeneration/Instant Healing from a Toggle Power to a Click power.

    Slightly reduced the non-enhanceable health regeneration buff of Regeneration/Integration.

    Reduced Defense bonus from Pool/Concealment/Stealth. Defense bonus is partially suppressed if you attack.

    Reduced Defense bonus from Pool/Flight/Hover (and Kheldian Combat Flight).

    Reduced Damage Resistance bonus from Pool/Fighting/Tough. Increased its
    Endurance Cost.

    Reduced Defense bonus from Pool/Fighting/Weave. Increased its Endurance Cost.

    Reduced Defense bonus from Pool/Leadership/Maneuvers.

    Reduced Defense bonus from Pool/Leaping/Combat Jumping.

    Pool/Speed/Hasten no longer buffs Defense.

    And then of course, there was ED.


    Now, this is from Scrapper Secondary Information for Issue 7, by BUFFYASUMMERS. Other than the buff to MoG and Resilience, there haven't been any changes to regen, so this information is still completely valid.
    FH (3 SO Heal), Int (3 SO Heal), Health (3 SO Heal) - Total 469.3%

    469% regen.



    This is from Scrapper Issues List - Welcome to Issue 18! from Stupid_Fanboy
    Regeneration - unresolved

    Balance: Post-Enhancement Diversity, is it still necessary that regen powers have both enhanceable and unenhanceable healing? - MAS0N, 2005-10-11

    Balance: In comparison to the Regeneration % that Willpower can achieve, is it still necessary that regen powers have both enhanceable and unenhanceable healing? - SpiderTeo_OC, 2009-02-10

    Wishlist: Revive: Revive is not a good power for resuming a fight immediately. Without some defensive power or inspirations, it is better used when the enemy has left the area. A Short large defensive or regen buff in addition to the HP and End recovery would be nice. from several requests - 2010-09-21

    Wishlist: Regeneration is the only secondary set that does not have some sort of resistance to the debuff that affects its main strength, in this case Recharge or Regen. from several people – 2009-10-07

    Now, two key points from all of this information stands out like a neon light to me.

    1. Balance: In comparison to the Regeneration % that Willpower can achieve, is it still necessary that regen powers have both enhanceable and unenhanceable healing? - SpiderTeo_OC, 2009-02-10

    2. FH (3 SO Heal), Int (3 SO Heal), Health (3 SO Heal) - Total 469.3%

    469% regen.
    Now, putting the same slotting recommended here into mids, no sets, just SO's, no procs, no Incarnates gives me 569% at lvl 50 that's 31.75 Hp/s

    With WP, the same powers slotted I am getting 519% regen. At lvl 50 28.96% Hp/s. That's a difference of 3 Hp/s.

    Now, lets say we bump the foes in range of Rttc up to 2.

    617% Regen for a total of 34.4 Hp/s. Willpower has gone from being behind regen by 3 Hp/s to being ahead by approx 2.7 with only one additional foe. Now lets look at something a little more common in game, let's throw some more foes at the melee man.

    I think 7 is reasonable.

    860% Reg, 47.99 Hp/s

    With 10 in range, that's 1006% Regen, or 56.15% Hp/s

    But what about with DP?

    At 50 with the previous slotting, and DP with 3 heals, regen goes to 50.47 Hp/s.

    Well, lets boost WP max Hp by putting three slots into HPT.

    72.71 Hp/s

    With IH, Regen jumps up to 1369% regen for 76.38 Hp/s
    With IH and DP running that brings us a total of 121.4 Hp/s

    So to regenerate more health than WP you need all the passives, and IH up.

    With hasten, IH is up every 245 seconds with a 90 second period of being active which brings its inactive time 155 seconds. Two and a half minutes.

    Now with all of this being said, I really have to wonder, why would I want to roll a regen again? Yes, I understand that with IO's you can increase the max hp, regen and recharge of Regen but the same cand be said of WP.
    I personally have a build on Mids that has IH down to just over 60 sec recharge. Of course it would cost more than all of my other toons combined along with using incarnate powers.
  17. Quote:
    Originally Posted by DarkSideLeague View Post
    Beam Rifle
    - Disintegrate should animate faster, and have a secondary effect (either spread, damage or debuff) if applied to a disintegrating target.
    - Piercing Ray (Not sure if that's the name, its the T8 cone) should have a disintegration spread chance and a higher target cap (it's practically single target anyways).

    Might amend this later.
    I have no idea if this is a good powerset or not. The only change I would make would be to change the sounds. I'm not sure which power it is, but it iss annoying as all hell.
  18. Quote:
    Originally Posted by Auroxis View Post
    Let's agree to disagree.



    Lightning Reflexes from Elec Armor gives 20%, and so does the stalker version of EA's entropic aura. Normal version of entropic aura can give up to +40% recharge. And those are just defensive sets. The buff/debuff sets(kinetics, rad, and time) have self buffs that range from +20% recharge to +50%.

    There's also the recharge boost you can easily get from an SG base, which gives +20% recharge for one hour.



    You can't utilize super reflexes without physical fitness, which is why I think some minor recovery and regen fits.



    This has been suggested before IIRC, but it's rather difficult to implement compared to some other options.



    Extra ToHit is quite useless nowadays(unless you're into lolpvp), but I wouldn't mind a small buff in a toggle. I don't think hitting more precisely depends on reflexes, but I won't go into an argument about that.



    I don't think the excessive defense is something you can avoid. However, making it an "oh s**t" button with a minor untouchable period, and a viable offensive boost with the extra recharge, gives it more functions which is what it lacks. That way if you pick Elude, you have the option of an offensive boost, an "oh s**t" button, and protection against very high ToHit enemies. This all still comes at the cost of the crash.
    I'd say a recharge buff and a damage buff.
  19. Gobbledygook

    How is Regen?

    Quote:
    Originally Posted by planet_J View Post
    rebirth is minimum 200% regen on the radial side, core is a heal. It recharges fast enough that it's up when I need it...I would guess 120 sec recharge, and my t3 rebirth is a 60 second effect now...though the t4 is a 120 sec effect and I hope the recharge is the same...

    Yes, incarnate regen toons can get back to what it was like when IH was permanent.
    Hmm, may have to pl a regen up now and see. Now just need a primary to go with it.
  20. 90% is the res hard cap for brutes. Fire armor generally reaches that just by slotting the armors. The term soft cap is generally used in reference to defense, 45% is the softcap there, and generally speaking s/l is where you're going to want to build. If you get 32.5% you can just use a purple inspiration to soft cap.
  21. Quote:
    Originally Posted by Talen Lee View Post
    You're right, life is so hard for brutes and tanks.
    Not talking about buffing AT's, talking about individual powersets.
  22. Gobbledygook

    How is Regen?

    Quote:
    Originally Posted by planet_J View Post
    I have a level 50+3 Claws/Regen Scrapper...I realize it's not exactly the same, but he is amazing and survives in territory where others would be timid. I don't faceplant much, and by the way...rebirth destiny is just a killer combo on any /regen toon...my build can cap regen rate for 30 seconds +/- when rebirth is on peak...with DP up you are gaining +/- 300HP/sec...it's quite an amazing thing to see...
    So what you're saying, is its close to where it was back before the world series of nerfs?

    Side question? At it's least effective, rebirth adds, what 200% regen? How fast does it recharge?
  23. Kinetic Melee!

    I would love to play this set, but have no interest whatsoever in being Naruto forming the rasengan!
  24. Bored at work, found the thread I mentioned above.

    http://boards.cityofheroes.com/showt...=273029&page=6

    Apparently no one liked what I was trying to point out.
  25. With some of the other threads posted recently, it got me to thinking. What powerset would you buff? Any powerset you want, any AT, how would you fix it?

    For me, there are two.

    Energy melee. First thing I'd do is get rid of stun. Make the power you replace it with a melee/ranged power, ala focus. Increse the radius of whirling hands and increase its damage slightly. Have Bonesmasher (I think, the jump in air attack) deal splash damage, ala thunderstrike.

    Up next is my former favorite powerset, regen.
    I'd make IH a toggle again, and put some regen debuff res, and -rech res in the set somewhere. Though I admit to not knowing if they buffed anything except the passive res in the proliferation.