Gospel_NA

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  1. Gospel_NA

    Burnout and PA

    Quote:
    Originally Posted by Vauluur View Post
    I've seen in the MM forums that Burnout allows double Gang War. Since PA and Gang War are similar in nature, does it also allow for double PA?
    No.

    It just replaces the PA.
  2. Quote:
    Originally Posted by Oathbound View Post
    The 360seconds is the actual time the power takes to recharge.

    The 90seconds is for Recharge Bonus the power provides. (Where the Heal over Time and +Recovery are the part that only lasts 30seconds.)


    It can be made permanent with 300% recharge bonus (95%from recharge enhancements +50%from the power itself +70%from Hasten +85%from IO Set bonuses).

    (EDITED: to fix that Chronoshift gives 50% recharge bonus, not 30%. It's Temporal Selection that gives your target a 30% buff, I always get those backwards since normally the single target buff is stronger than the AoE.)
    Ah, that makes sense.
  3. Gospel_NA

    Cebr

    Quote:
    Originally Posted by Kioshi View Post
    Uhhh patch notes for 21.5 beta:

    • On Mission Architect maps, using multiple Ambushes will result in reduced rewards for Ambushes past the first. The first spawned Ambush will give full rewards, the second will give 75% rewards, the third will give 56.25% rewards (75% of 75%), and continuing to diminish to the cap.
    That won't affect my 50 ss/fire incarnate because after one ambush+glowie I cap tickets but he fights 54s. But I think it may hurt my 33 level locked claws/fire who uses a level 3 map (and is also more fun because I just keep spin on auto and click followup, too much clicking on the 50 guy due to all the powers).
    Heh, looks like people will just go back to using cave maps that use a lot of patrols. But still depending on how fast you can down a main spawn and a couple of ambushes, it's still not that bad.
  4. I think the only problem you'll have is definitely the endurance issue you pointed out.

    There's a couple of ways of dealing with that though.

    You'll definitely have to go cardiac. That alone helps a ton. Going body mastery to pick up conserve power and physical perfection can be really useful too. Conserve power is great for those drawn out fights.

    Ageless is another ability you can take from the incarnates to help out with your endurance consumption.

    Finally, an issue with street justice is that the attacks are just so fast that you can easily burn through your endurance bar if you don't throttle yourself sometimes. This will probably be even more the case when paired with dark armor.

    It'll come down to how many endurance reducing/recovering powers you go with and whether or not you can adapt the blue bar mini game to your play style.
  5. After working with a DM/Inv for a while I'm really starting to wonder how it stacks up against DM/WP in a point for point comparison.

    WP shores up the psi hole, can be easily capped to S/L, and regen can be boosted to pretty high levels and supported by siphon life for healing.

    Dullpain is still a better health booster than high pain tolerance though.

    How do you think they compare?
  6. I like building characters and half the builds I actually make I never use, but I enjoy making them. This is a blaster I was considering just for fun. After messing around with it I thought it'd be pretty neat to play.

    It's more of a single target, survivalist build, with a single cone for AoE damage. (Some people might not like that)

    But it has a good mix of defenses, some resists, and a bunch of fun tools to play with.

    Things like powerboost, range boost, haste are perma or near perma. You have both aim and build up in the build which means you can almost always have one or the other up and running. You have life drain that provides nearly a 30% heal while powerboosted (Which is near perma), PFF to pop when you're in trouble giving you an opportunity to use aidself, force of nature for a tough fight when you think you might not live through dropping PFF, and afterburner for another defensive boost power for another emergency aid self or a quick get away.

    The build provides decent Negative/Energy defenses and ranged defenses and has some melee capability when necessary and power thrust to throw most mobs that would be hard to KB away from you.

    With range boost being permanent it's much easier to provide yourself with more striking distance between enemies allowing you to burn more down with ST attacks. The extended range on tentacles lets you utlize the cone a bit better and immobs mobs to provide more saftey to use those ST attacks.

    And with the variety of attacks is fully capable of supporting 5 purple sets.

    Like I said the build was just a fun idea, but I think it's actually pretty servicable and not very expensive to boot.

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

    Click this DataLink to open the build!

    Shadow Reign: Level 50 Magic Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Dark Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg(5), Cloud-%Dam(7)
    Level 1: Power Thrust -- FrcFbk-Acc/KB(A)
    Level 2: Gloom -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(7), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(11)
    Level 4: Energy Punch -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(13), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Dam%(17)
    Level 6: Hover -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Rchg+(19), Ksmt-ToHit+(45), Krma-ResKB(50)
    Level 8: Build Up -- RechRdx-I(A), RechRdx-I(40)
    Level 10: Bone Smasher -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(19), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Dam%(23)
    Level 12: Tenebrous Tentacles -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(25), Posi-Dmg/Rng(25), Posi-Dmg/Rchg(31), Posi-Dam%(31), Cloud-%Dam(50)
    Level 14: Fly -- Zephyr-ResKB(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(40)
    Level 18: Abyssal Gaze -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/Hold(34), Dmg-I(34), Dmg-I(34)
    Level 20: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(48), Stpfy-KB%(50)
    Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(36), S'fstPrt-ResDam/Def+(36)
    Level 24: Aid Other -- Heal-I(A)
    Level 26: Life Drain -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(39)
    Level 30: Aim -- RechRdx-I(A), RechRdx-I(42)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 35: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def/Rchg(37)
    Level 38: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(43), Numna-Heal/EndRdx/Rchg(45)
    Level 41: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Force of Nature -- RechRdx-I(A), ResDam-I(45)
    Level 47: Boost Range -- RechRdx-I(A)
    Level 49: Afterburner -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(39), Numna-EndRdx/Rchg(39), Numna-Heal/EndRdx(40), Numna-Regen/Rcvry+(43), Numna-Heal/EndRdx/Rchg(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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  7. Gospel_NA

    SS/ Fire / Fire

    Quote:
    Originally Posted by Borris_Black View Post
    Interesting you should say that because Im still thinking about the alpha end seems to be becoming a issue a little I imagine in a big st fight it could ground my toon out.


    Edit: also what are your thoughts with respect to soul vs fire epics fire ball and blast and melt seem to chew through most things for me. Alot of toons are preaching mu as well I really have to look at them in more detail before deciding on a definative build.

    Any thoughts on this would be muchly appreciated
    Well, for my build I went with soul to pick up gloom for more ST damage. Gloom just does incredible damage when fighting AV's and GMs. I also picked up obliteration and slotted it for hit debuff rather than damage for added survivability. It's probably a more unorthodox approach, but obliteration adds to my AoE damage while adding to my survivability.

    It really all depends on what you want to use your SS/FA brute for. I like to use mine for pretty much everything, so I tried to balance him in such a way where he could have a good ST and AoE chain and still have good defenses.

    If I just wanted to go pure farm, I'd have ignored my ST attacks, picked up fireball and relied more on insp to shore up any holes in my defenses.
  8. Gospel_NA

    SS/ Fire / Fire

    I rebuilt my SS/FA/Soul and decided to move things around to get him to the S/L softcap and it made a huge difference. He's still an endurance hog, but been consume and ageless it really hasn't been a problem.

    However, if I don't pay attention well enough I can manage to detoggle myself which leads to all sorts of badness. I've only had it happen a couple of times, but I'm sure more vigilance will change that issue.
  9. Quote:
    Originally Posted by Verene View Post
    the duration for the recharge buff is 1:30, 30 seconds for the rest. sounds like you have it perma.
    Ok, thanks. I'm not sure why they have 360 seconds in there. I'm probably quite a bit over the amount of recharge I need. Though a 3.5 second recharge on fireball sounds like fun.

    Actually going to have to rethink it a bit, because with that much recharge and only a 30 second duration on the endurance recovery portion of chrono shift, I can probably drain the character of endurance pretty fast
  10. What recharge time do you need to get Chrono Shift to in order to make it permanent?

    Because I see a recharge time of 360 seconds and a duration of 30 seconds. With pretty much all the recharge I can and spiritual in my build I can only seem to get it around 73 seconds recharge.

    So, unless there's something wrong with the display in mids, I can't see being able to get it to a 30 second recharge, even though I keep hearing people say that getting it to permanency is possible.

    I've been fussing with a Fire/Time build or a Achery/Time build. Despite the redraw that people seem to hate so much, I think it'd be awesome to use Rain of Arrows and explosive arrow qite a bit more frequently.
  11. Quote:
    Originally Posted by EvilGeko View Post
    That's easy, increased Fury generation from the attacks is all you need for Brutes. For tankers you could create a state where Slash's Bruising is increased.
    Poor forgotten tankers. I forgot to even mention them :x
  12. I know we are in the scrapper forum, but I think if anything is going to be modified in Broadsword it has to be a mechanic that can translate over to all AT's with broadsword. Clearly some ideas can't be export from on to another without modifications. So, why not something along the lines of the following.

    For scrappers and stalkers: Why not have broadsword provide a tempory stacking critical strike buff. The base for all scrapper crits are 5% for minions and 10% for lts. and bosses (Right? Might be 5% for minion/lt. 10% for boss+). Why not do something that for every attack that broad sword makes that does not crit the critical strike chance increases by x%. When a critical strike is landed the counter clears. (I think this would translate into larger orange numbers a reasonable amount of the time)

    For brutes, I'm kind of stumped on. I was thinking something tied into fury generation, perhaps an increased fury generation rate, or something as simple as a stacking damage buff that continues to build until a certain duration passes and then it resets.

    For example, one the first attack the brute would receive x% damage bonus (not including fury). This damage buff would have a set duration. On the second attack x% damage boost would increase by y% and the duration of the buff would still be what was ever left of the counter when the first attack was started. I think it would give Broadsword a neat constant build up effect that I'm sure can be balanced enough to be worthwhile, but reasonable and still provide the same kind of effect that scrappers and stalkers would receive.

    Sure, the idea is unrefined at the moment, but I thought it might work.
  13. Quote:
    Originally Posted by MrCaptainMan View Post
    My suggestion is for a tab to be added to the interface. The authors would decide if their arcs were 'farm' or 'story', not player votes.

    Eco
    Same issue though. Then you have to rely on the farmers themselves to claim their arcs are farms rather than stories.

    If this issue was really this simple, farmers would be putting the word farm in their arc titles already.

    As project pointed out above. If there's any risk of ban, they won't willingly identify their farms. However, I already see many many arcs labeled farm that have been there for a very long time. So...
  14. I use to hate rage until they changed it to where the defense debuff could be elminated by reapplying rage.

    I'm fully opposed against any ability that will penalize my survivabiltiy for using it in a set that already doesn't have such a mechanic.
  15. Gospel_NA

    Battle Axe

    Battle Axe needs more cow bell.
  16. Gospel_NA

    Battle Axe

    They're giving it all she's got, Captain!
  17. Gospel_NA

    No Headsplitter?

    Well, I would keep in mind your intentions for the character.

    If you build to what you intend to do solo and then keep in mind buffs that you'll typically have in teams for big game stuff you can really find quite a bit of leeway in what you want to do.

    Sometimes a keyed up build is just overkill in many situations.
  18. Quote:
    Originally Posted by Mr. DJ View Post
    my bad, forgot Invul falls a bit short before Tough (I think Invul used to cap itself w/out Tough, can't remember...)

    but still...it's funny that Invul requires 1 toggle and 1 passive to hit 63% S/L, while DA requires two toggles to get about the same number for negative energy...



    aye, IOs fix many many things, but the set by itself, the lack of KB can be the deciding factor if you kick the bucket because you can't activate your heal.

    I want to roll a DA Tank...just can't decide on a secondary =\
    My Kat/DA is so resilient these days even at exemplaring levels as long as I have dark regeneration available to me. Matter of fact at higher level content I find that I rarely have to consider using divine avalanche for my melee/lethal defense. (Though it's helpful against hard targets like AV's for certain)

    I hate the damage output on tanks, but if you can manage to softcap at least positional defenses as DA tank, DA/DM would no doubt be awesome. I've been considering revisiting a DM/DA scrapper just, because I've enjoyed my Kat/DA so much. Can't imagine adding a single target heal and an endurance recovery power to the mix is a bad idea. Plus DM's single target attack speed is so great that I can almost overlook the fact that I dislike shadow maul :P
  19. It is bad that I support this just, because I'd like the entire game for free?

    I agree with most of the posts. This just doesn't turn out to be a good idea. The fact that you get anything for free is awesome already. Paying for your subscription should come with many exclusive rewards in a F2P game. I think rewards tokens are a good part of those rewards.

    But, seriously....I want the entire game for free. :P
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I guess I can see that- Just seemed to me that it would be worthwhile to try and get the most heal enhancement out of it as it doesn't seem like it will be particularly effective against AV's and there are many situations in game where there aren't always adds around.
    I took a page out of Werner's book on how to slot dark regeneration and have found it extremely effective.

    Damage is not a concern at all simply, because you really shouldn't need to (or really be doing it) using it all the time for the damage to matter. So, healing, endurance consumption, and recharge become the primary focus. Accuracy as well as if the heal misses it does less or nothing for you.

    The slotting from Werner's book goes:

    Gogli Exposure HO (Heal/End)
    Armageddon: Acc/Rech
    Theft of Essence: Chance for +endurance
    Numina's Convalesence: End/Rech
    Numina's Convalesence: Heal/Rech
    Numina's Convalesence: Heal/End/Rech

    This gives you enough end redux and healing that you're only 1.6% away from the ED and caps you on the recharge avaiable from enhancements in the power. Plus you get a regen and HP bonus from the three NC's in the power. The accuracy from the armageddon helps provide some bonus to hit, but as claws you should have follow up in effect most of the time which will add to the accuracy as well.

    With this set up you typically have 100% heal off just a couple of mobs and a more than adequate heal from a single mob. I have tactics in my build for increases accuracy as well. But am not claws primary so no follow up bonuses.
  21. Quote:
    Originally Posted by BrandX View Post
    Hmmm...does Instant Healing stack?

    Click [Instant Healing] then click on [Burnout] for even MORE REGEN!
    I hadn't actually considered that since, I imagine it's overkill if it does stack.

    However, I do include burn out in my regen builds now. Being able to renew all your heals and MoG instantly when you need it can be an invaluable survival tool, even if you can only do so approximately every 10 minutes.

    This is also neat with complimentary primary sets to recharge useful powers such as power siphon, dark consumption, build up, etc.
  22. I think the issue that you're going to run into with this is who is deciding what is a farm and what isn't.

    Why this is an issue is that if it's left up to the player base you will only get an accurate conclusion on what is a farm and what isn't if it is voted upon many many many times. If you see an arc that has 10 votes and 4 say farm and 6 say story, it doesn't really help you. But if one says 495 farm and 200 story. You can start to get a more accurate feel for the truth.

    The fact to be seen here is that not all arcs or even the majority of arcs would be voted upon enough to see a reasonable result for what the arc is.

    Furthermore, what if this person or these group of people label your story as a farm. When you feel it's a story rather than a farm. Then what do you choose to be upset about? The system or the people that didn't agree with you.

    If it's left up to a single person or a small group the situation is a little better in terms that you can get more accurate information when the total base of votes is smaller, but at the sametime one person or a small group can give you more definitively disagreeable results. In other words in the hands of one person a farm or story can be easily mistaken for the other and placed under the wrong tab or at least the tab you feel the arc should have been under.

    There are other issues that can result from this implementation, but I hate getting my posts to the point where people don't want to take the time to read them.
  23. Gospel_NA

    Missuse of /hc ?

    The issue is sort of moot I'd say.

    If you like the way the help channel is being used then you're probably happy, if don't you probably aren't happy. However, I can say that no manner of "policing" or complaining will change the way people are currently utlizing the help channel.

    You could wish for some GM enforcement or some supervisory control over the help channel, but you'd have to ask yourself how reasonable is that really?

    At the best some people are using the help channel to communicate game wide in a positive way. At worst people are using it to be annoyance game wide. The real side effect though is that the pool of people to derive answers from goes down since there will be those that ignore the channel due to its current use.

    I typically have a tab that's dedicated for general channels, teaming channels, and system related things. I switch between the tabs as needed. Therefor the use of the help channel is of little deteriment to me. If I happen to see a question when I'm looking at it, I'll answer, but most of the time the help channel is not on my radar.

    This is probably more common for many folks.

    It's a live and let live situation.
  24. Gospel_NA

    No Headsplitter?

    Quote:
    Originally Posted by Kioshi View Post
    Slash is a ST attack, that's why he mentioned using it as a Kinetic Combat Mule. You probably mistook it for Slice.
    Yup, certainly did. On a dead line for a research propsal that I'm working on and I'm at an impass. So, bouncing between the work and the forums right now whenever I become to frazzled.

    That frazzle does take its toll.
  25. The true downfall I've always seen with regen is how susceptible it is to -recharge and -regen. Thankfully they've added some regen debuff resistance to the set, but frankly you really do rely on your click heals are large amount to deal with spike damage or even large amounts of steady damage.

    There are a lot of tools that you can get to help such a Moment of Glory, Instant Healing, Dull Pain, Reconstruction, Shadow Meld, Barrier, Rebirth, etc. that can help you with your survival, but the one downfall with all (Excluding the incarnate powers) are heavily effected by -recharge. Not having these powers recharge when you absolutely need them leaves you relying on teammates and inspirations to keep you alive. If you don't have either of those you're probably out of luck.

    This, I think, would be less of an issue if -recharge wasn't such an ever present debuff in the game. Most groups seem to have a set or some ability that affects your recharge rate. I cannot possibly name them all, but most psi powers, kin powers, time powers (Not sure any mobs have these yet, other than clones), some storm powers, earth powers, some toxic powers (Vaz I recall the best) and the list goes on.

    It's not crippling, but it is certainly a pain that is easier dealt with by sets that have more passive defenses than regen can offer.

    If a reasonable amount of recharge debuff resistance had been added to regen, I would have been more apt to play more /regen characters. I had a plan for a DM/Regen and/or a KM/Regen that I was really interested in, but I felt that that I was simply working much harder for the same effect in terms of survivability that many other sets already had.