GreenGiant

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  1. GreenGiant

    Epicness??

    I find Dual pistols to be very stylish and flashy, too bad I don't like playing anything else but scrappers (and MM if they ever fix pet going into melee by themselves).
  2. you are right, I forgot to consider the base 50% hit chance for even level with 0% def(I thought that mob rank didn't apply anymore since a couple years ago though).

    Still, if the rest of my maths are right, it is much much harder (if even possible) for a resist based set to have enough def to compensate a soft cap def set.
  3. Hi,

    Anyone that can link me a post or give me something to read about the maths that justify what I've read here about 1 defense being equal to 2 resist please? My maths must be flawed and I'd like to understand where it is.

    here's my maths:

    45% def = 1 out of 20 mobs hitting for full = 95% resist.

    At this point, yes 1 def is roughly equivalent to 2 resist.

    40% def = 2 out of 20 mobs hitting for full so you need 50% resist to be equivalent to 45% defense so, that's far from 1 : 2

    35% def = 3 out of 20 mobs hitting for full so you need 66% resist to be equivalent to 45% defense.

    If I am right, is there even a resist based melee set that can even come close to a soft capped defense set? the defense sets even often come with some resistance and that's not even counting Tough.

    Even healing is barely an issue with aid self available.

    Thanks
  4. Quote:
    Originally Posted by Aett_Thorn View Post
    Well, since Power Pools are general, and can be taken by anyone, some are going to be both.

    For instance, Tough on a Tanker strengthens his strength. However, Tough on a Controller covers a weakness to some extent.

    Power Pools were meant to be those general powers that you see in comics that aren't restricted to any of the ATs. You have Tankers, Blasters, Controllers, Stalkers, etc in the comics, and all of them have Flight.

    However, you also see Blasters that can take a hit (Tough), Tankers that can heal others (Medicine), sneaky Corruptors (Stealth), etc. The fact that some of these provide more of what an AT can already do it a byproduct of having them be general enough to cover everything.
    I would agree with you in comic books but there is a world of difference between them and a MMORPG where balance is part of the equation, especialy for something anyone can take.

    btw, I'm asking if it should be otherwise, not how it works now but I believe you see no problem with their current state.
  5. Hello,

    I've been thinking about the disparity between the power pools usage and a thought sticks to my mind: Should non-epic Power Pools improve builds beyond covering weaknesses?

    If you exclude the 'I want for flavor' and other RP reason to take them, the 2 main reasons to take power pools is to either cover weaknesses or make your strength even stronger and it's the later I question because, after all, those pools are general ones.

    For example, if you take TP pool, as far as I know, it doesn't improve a build beyond covering a movement weakness for some AT (Stone Armor for example).

    On the other hand, speed pool, hasten in particuliar improves your overall efficiency regardless of AT. Same can be said about fighting pool with tough(for defense IO) and weave for some AT and there are others.

    No pool are mandatory to make a toon playable, I am aware of that and that's not my point.

    I don't really have solutions and maybe I am totaly wrong about this and all is fine but the way I see it is that the difference between more enjoyment and broken Uberness (which is the ultimate enjoyment imho but I digress hehe) is a question of strengthening a weakness over strengthening a stength and I see the role of Power pools as stengthening weakness.

    In a way, Stamina strengthen a weakness most AT have so I am not sure it counts hehe.

    What do you think?
  6. I wasn't unlucky, it was my Defense that wasn't cap like I thought it was because I got examplared to a level where the IO bonuses weren't applied.
  7. Quote:
    Originally Posted by Tormentoso View Post
    On your tray, Power Tab --> Combat Attribrutes.

    You can see all numbers there. Right click on any you want to monitor and select "Monitor X" and it will pop up a tiny window with that.

    On defense based characters I keep all the defenses that apply to me on screen.
    Ahhh! thanks! I once clicked on the checkbox beside it and it did nothing so I left that spot alone, never thought about clicking on the words hehe

    ranged and aoe are 33% so that explains much
  8. Quote:
    Originally Posted by Terminal Velocity View Post
    It's useful for most stats, and it's in power---> advanced options(or whatever it's called) And left click what it is you want to monitor and select monitor XXX.
    if it is in the Powers window where all our powers are listed then I see no Advanced options there or anything looking like that in there and right clicking does nothing.
  9. Quote:
    Originally Posted by Terminal Velocity View Post
    enhancements examp, the bonuses don't. That;s why it's important to have your defense monitor on at all times.
    There is a tool in game that monitor the stats in game? where is it?
  10. Quote:
    Originally Posted by BrokenPrey View Post
    An enhancements set bouns will only go down 3 levels. So if you have only lvl 50 then they will not add the set bonus at level 45, the power will still be good but the set bouns will be gone. Only Purple IO level will not matter.
    That would explain! thanks! I was told the IO still works when examplared so I thought I was still near cap.

    Do I still get the base def % of IO or do I lose those as well?

    thanks
  11. Quote:
    Originally Posted by Novella View Post
    As somone on my server points out quite often, the RNG just hates you. Some nights it will be like that for a defense based character, and other nights you will never get hit.

    However there is a big difference between being soft capped and having 43.5% ranged. I know that number is smalle, but that 1.5% does make a difference. However if you are using luck insps and still get hit then that fall back on the random number generator just not liking you.

    As the other person pointed out, other factors can contribute to this. Rikti Drones, Malta Gunslingers, etc have a +to-hit bonus so that means they will hit you more often even if you are soft capped.
    2 arcs, different nights and every mobs in all instances...that's more than terrible bad luck

    I almost got killed tring to herd about 12 mobs (repair bots and other bots) in the first mission I attempted tonight (took 3 luck and a lot of greens as well to stay alive) and last night I actualy got killed within 10 seconds after herding about 12 Crey Tanks. 2 or 3 were 1 lvl higher than me but most were my level.

    I am not very lucky but there are limits lol!
  12. Quote:
    Originally Posted by Terminal Velocity View Post
    What are you fighting, what level are your enhancments and what are you exampd to?
    Lvl 45 and I have only crafted enhencements so level is irrelevent if you meant that I outleveled them unless lvl 50 enhancements do not work if you are examplared to 45 but I was told that they still work.

    Crey tankers and repair bots seemed to be doing the biggest hit but all mobs were hitting me that often.

    Thanks
  13. Hi,

    I'm doing the lvl 45 pillar missions for the second times and even though my character is soft cap or near enough (about 43.5% ranged), I get hit about 50% of the time by the mobs even after taking several luck inspirations.

    Is there something special that suppress defense in those missions?

    my difficulty setting is +0/x2

    Thanks
  14. (Edit: I meant SD in the title, SH is for SHield...I guess hehe but it should be obvious that I meant SD)

    Hi,

    My character is 47 and I planned my IO built with mid's up to 50 already. My defense powers are not yet slotted as planned but all others are.

    WHile the result is not that bad, there are some irritants that I wonder if you can help me fix.

    - While the 3 positional defenses are almost cap and will be with an ally beside me, 2 of them aren't although 44.8 in aoe defense could be considered cap and I know that if I could replace a power by super speed, I could slot 2 Zephyr and cap ranged but I don't see what to remove and, anyways, I'd prefer another solution than having to fill up with SS since Ninja run suits my needs well enough.

    - I'd like to have higher recharge in my aoe attack powers.

    -Too many slots in tough for my liking although slotted like that I can use it at least but I don't feel it worths the endurance cost to use and I could do without.

    Any advices or post I could read that already exists?

    thanks

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Tung Sten: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Fire Sword
    • (A) Touch of Death - Accuracy/Damage/Endurance
    • (5) Touch of Death - Damage/Recharge
    • (5) Touch of Death - Damage/Endurance
    • (7) Touch of Death - Accuracy/Damage
    • (9) Touch of Death - Chance of Damage(Negative)
    • (13) Touch of Death - Damage/Endurance/Recharge
    Level 1: Deflection
    • (A) Luck of the Gambler - Defense/Endurance
    • (17) Red Fortune - Defense/Endurance
    • (25) Serendipity - Defense/Endurance
    • (34) Luck of the Gambler - Recharge Speed
    Level 2: Cremate
    • (A) Touch of Death - Accuracy/Damage/Endurance
    • (3) Touch of Death - Damage/Recharge
    • (3) Touch of Death - Damage/Endurance
    • (7) Touch of Death - Accuracy/Damage
    • (9) Touch of Death - Damage/Endurance/Recharge
    • (11) Touch of Death - Chance of Damage(Negative)
    Level 4: Battle Agility
    • (A) Luck of the Gambler - Defense/Endurance
    • (31) Red Fortune - Defense/Endurance
    • (31) Serendipity - Defense/Endurance
    • (37) Luck of the Gambler - Recharge Speed
    Level 6: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 10: Active Defense
    • (A) Recharge Reduction IO
    • (11) Recharge Reduction IO
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Health
    • (A) Healing IO
    Level 16: Against All Odds
    • (A) Endurance Reduction IO
    Level 18: Fire Sword Circle
    • (A) Multi Strike - Accuracy/Damage
    • (19) Multi Strike - Damage/Endurance
    • (19) Multi Strike - Damage/Recharge
    • (23) Multi Strike - Accuracy/Endurance
    • (23) Multi Strike - Accuracy/Damage/Endurance
    • (25) Multi Strike - Damage/Endurance/Recharge
    Level 20: Stamina
    • (A) Endurance Modification IO
    • (21) Endurance Modification IO
    • (21) Endurance Modification IO
    Level 22: Boxing
    • (A) Accuracy IO
    Level 24: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (43) Aegis - Resistance/Endurance
    • (43) Aegis - Resistance
    • (45) Aegis - Resistance/Endurance/Recharge
    • (45) Aegis - Resistance/Recharge
    • (46) Aegis - Psionic/Status Resistance
    Level 26: Incinerate
    • (A) Mako's Bite - Accuracy/Damage
    • (27) Mako's Bite - Damage/Endurance
    • (27) Mako's Bite - Damage/Recharge
    • (29) Mako's Bite - Accuracy/Endurance/Recharge
    • (29) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (31) Mako's Bite - Chance of Damage(Lethal)
    Level 28: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Red Fortune - Defense/Endurance
    • (39) Serendipity - Defense/Endurance
    • (40) Gift of the Ancients - Defense/Endurance
    • (40) Luck of the Gambler - Recharge Speed
    Level 30: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 32: Greater Fire Sword
    • (A) Mako's Bite - Accuracy/Damage
    • (33) Mako's Bite - Damage/Endurance
    • (33) Mako's Bite - Damage/Recharge
    • (33) Mako's Bite - Accuracy/Endurance/Recharge
    • (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (34) Mako's Bite - Chance of Damage(Lethal)
    Level 35: Shield Charge
    • (A) Multi Strike - Accuracy/Damage
    • (36) Multi Strike - Damage/Endurance
    • (36) Multi Strike - Damage/Recharge
    • (36) Multi Strike - Accuracy/Endurance
    • (37) Multi Strike - Accuracy/Damage/Endurance
    • (37) Multi Strike - Damage/Endurance/Recharge
    Level 38: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance
    • (39) Red Fortune - Defense/Endurance
    • (40) Serendipity - Defense/Endurance
    • (42) Gift of the Ancients - Defense/Endurance
    • (43) Luck of the Gambler - Recharge Speed
    Level 41: Focused Accuracy
    • (A) Endurance Reduction IO
    • (42) Endurance Reduction IO
    • (42) Endurance Reduction IO
    Level 44: Physical Perfection
    • (A) Endurance Modification IO
    • (48) Endurance Modification IO
    • (50) Endurance Modification IO
    Level 47: Conserve Power
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 49: True Grit
    • (A) Healing IO
    • (50) Healing IO
    • (50) Healing IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 6: Ninja Run



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  15. Quote:
    Originally Posted by Charde View Post
    Ok i'm making this thread, because this is a debate that goes on in game and on forums throughout various threads. For a scrapper, WP or Regen, please feel free to post builds and do the incredibly nerdy art of number crunching (not an insult I do it ). As for my opinion I think that Regen offers more survivability simply because of the presence of heals. However I also have a WP scrapper and I think that the Rise to the Challenge power is awesome, but WP lacks any heals if you get in trouble (which is ALWAYS a possibility). I would also like peoples opinion on the best melee pair for these two secondary's. My conclusion Regen has better survivability while WP has a great "all around" approach. Have fun and keep it clean please (No insults to a person's build, constructive criticism is welcome)
    I liken neither for various reason but if I had to choose, it would depend on the primary I use; since I don't like weapon redraw (it gets on my nerves), I'd use regen only with a primary with no weapon to redraw and wp with weapons.
  16. Quote:
    Originally Posted by Logan Storm View Post
    A lot of mission stealthing through it is awsome but on some mission where
    you have to kill every one or have to kidnap or escort some one back to
    the beginging of the map stealth is not worth it beocus eyou still have to
    clear the way to get the one your escorting back with as little obstruction
    as possible.

    The pro's for me are:
    Get's mission done faster and extreamly more easily, if useing a stalker
    then the Assassins blow helps take down the guy your sent to kill quicker,
    it also allows you to gather the Mission Item in the mission map with out
    having to worry about the en-mass of enemies espechly when you have
    to go through a hall way of hell!


    For me the con's are and only really three for me:
    1. You don't get as much Exp as you would killing every thing onthe map.
    2. You can't escort any one.
    3. Unless your a tank or brute Stealth wont help you if you are detected
    while walk past a massive swarm of enemies, well save for the
    primary/Secondry power that gives bonuses similar to those with the stalker.

    So yeah stealth is awsome to have but it comes with some
    diss-advantages as well!


    Edited Bit: It's all so great if you have to go AFK for any reason ^_^
    what I had in mind was to do only radio missions with a boss to defeat (relog to reset them if none are available) unless I find a group of course, there is usualy no faster way to gain level than with a group.
  17. Hi,

    I was wondering if stealthing missions was an efficient way to gain levels? I always played by defeating everything on the map but playing a stealthy character to get through mission fast seems viable by itself and a change but I wonder about how efficient it is.

    Thanks
  18. Quote:
    Originally Posted by B-Baller44 View Post
    hey guys im a tanker guy can you give me some ideas on a fun, strong tanker build? thats fun from lvl 1
    I actualy have the same question every time I try to play a tanker.

    I think I have the right minding to play a tanker but unless your group can buff you enough to survive, there is no way a tanker can survive the aggro generated until mid-20 and that's frustrating for me because I don't like playing the first 25 levels, it's just not fun especialy since I've played it so often. I also hate feeling useless in a group.

    Solo, it is much too zen for me compared to the killing speed of a scrapper.
  19. For what it worths I disagree with those that give any other combo than Kat and BS for WP for a new player. WP is not a tough secondary, far from it, it is squishy, very squishy without expensive set bonuses.

    For WP to do it's job, you need time to regen and that's what DA/Parry give.
  20. Quote:
    Originally Posted by Psara View Post
    Or we play enough alts that we never really get any money
    Or we don't know how to use the market effectively which is my case but I find frankenslotting more expensive than what I do.

    I craft basic IO at 12, replace with SO at 22 then combine and fill empty slots with SO at 27 then replace with craft basic IO at 32 and fill up the empty slots as I level up to 50 with that.

    I tried to check how much it would cost me to frankenslot to get as good % and some IO were more expensive than what it costs me to fillup my whole lvl 32.
  21. Hi,

    I'd liek to know if there is a soft cap for accuracy for PvE?

    thanks
  22. Quote:
    Originally Posted by JuliusSeizure View Post
    Considering that the best IO bonuses generally come at tiers 4 and 5, not having to add 3-5 sockets here will let other skills achieve increased benefits. You aren't making a whole lot of sense with these arguments IMO.

    I would again say yes, Swap Amo is incredibly expansive and has significant benefits, one of them being no need for sockets.

    And no, it is not expensive.
    Ok then. It's just that almost everytime I try to use Mid's to achieve goals using IO Bonuses, I run out of powers before I run out of slots.

    It must be because of caltrops that I didn't see must difference with ice while fire ticked like twice only (can't say much about toxic, I didn't check the damage taken with and without).
  23. Quote:
    Originally Posted by JuliusSeizure View Post
    Ummm, the abilities it grants without having to be socketed is itself a benefit. Have you never had a build that was socket-hungry at level 50?



    I agree completely. Heck, the set has a HUGE base accuracy bonus as well, scond only to Archery. I wonder if the OP even was aware of that.
    I didn't know that but I've read that the damage is lower than most other power sets.
  24. Quote:
    Originally Posted by JuliusSeizure View Post
    Ummm, the abilities it grants without having to be socketed is itself a benefit. Have you never had a build that was socket-hungry at level 50?
    All builts are IO bonus hungry at lvl 50 if you want to upgrade your toon beyond base IO, losing a slot is huge. Of course if you don't care about IO Bonuses, the point is moot.
  25. Quote:
    Originally Posted by JuliusSeizure View Post
    I think it's a great skill. You get 3 ways to split your damage, choosing between fire, cold, and toxic. You can select Fire for greater damage, Cold for slows and an increased hold, and Toxic for -damage, a debuff which is way undervalued,

    I'm not sure what you're missing, but being aware of your opponent's resistance values makes this set even more versatile. The great thing about having both Cold and Fire is that opponents strong to one type are generally weak to the other.
    And you think it worths a power slot that is unlottable? the side effects are barely noticable and only your secondary damage is affected with no change it it's base value...that's a huge cost for the benefit.