Hopeling

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  1. Stone Melee has a mag 4 hold attached to its best ST attack, and a 15-foot radius TAoE stun, as well as a 15-foot radius PBAoE knockdown. Don't get me wrong, I know from experience that WM has a lot of mitigation/control. But IMO, SM is just the king in that area. On the other hand, WM offers a lot more AoE damage.
  2. Personally, I'm wary about slotting 3 full Obliterations, since Oblit has so little endurance reduction. If you want to keep the Oblits, I'd say to put Performance Shifter procs in Stamina and Quick Recovery.

    I'd swap the slotting on Indomitable Will and Heightened Senses. Psi attacks are far less common than S/L/E/NE/F/C attacks.

    /WP benefits more from building for typed defense than positional defense. Consider trading the Touch of Death for another Kinetic Combat set, the Gaussian's for 2 pieces of Rectified Reticle and 1-2 generic recharge IOs, and see if there are other places you can trade some positional for typed defense.

    You have Hover toggled on in the build; do you plan to use it for moving in combat? Base Hover speed is much higher than it once was, but still slow enough that I find it annoying to use without a couple flight speed enhancements. Slotting Hover for defense provides minimal benefit, and is usually not worth bothering with except for set bonuses, or maybe if you're half a percent from the softcap.

    You've got 6x 9% accuracy set bonuses, but the Rule of 5 only lets you benefit from 5 of them. You could replace the Endurance/Recharge in Weave with a Red Fortune: Defense/Endurance for better defense enhancement and not lose any set bonuses.

    The Microfilaments cost way more than a plain 50 IO, give less speed enhancement, and are probably just generally not necessary. Fly and Afterburner are usually used in situations where endurance isn't an issue, and Hurdle doesn't cost endurance. A Microfilament is potentially useful in Swift if you use both Hover and running regularly, but personally I wouldn't spend 200m+ on it.

    Those would be my main concerns, everything else looks pretty decent The knockdowns and stuns in Mace, combined with /WP, should render you near-invincible the way it does my TW/WP with similar defensive numbers. I assume you know you've included quite a few expensive enhancements, and one extremely expensive one? I'm not sure if "don't really have much of a budget" means you don't have much to work with, or that you don't have any limit in mind.
  3. Quote:
    Originally Posted by Trilby View Post
    I heard exactly the opposite soon after they both came out. Was in a MK SF, and the beam/time guy said it was perfect because lots of AoE holds, slows etc, while he could pick them off very quickly.
    That's not really synergy, though. That's just Beam and Time being two independently good power sets. They don't actually do much to help each other, and in some ways interfere with each other. Sure, Beam can pick off the slowed enemies in relative safety, but any other blast set also could, and probably would do it better.

    However, Beam/Time is still probably beaten for non-synergy by other posts in this thread.
  4. Quote:
    Originally Posted by Auroxis View Post
    Also, temp powers like Eye of the Magus, Wedding Band, Elusive Mind, and Kinetic Dampener really help.
    Since we're talking about redside, add the Arachnos Power Shield to that list, too, unless the character is a vigilante.
  5. Gimme a bit to test this... silly 30s logout timer.

    Hm, odd... my Longbow Total Core pets also spawn at 49. Hopped over to another character, and Cimeroran Core Superior is also 49. Another character, with Rularuu Total Core... 49. Yet another, IDF Total Core... 49. OK, last character with Lore, Warworks Total Core... 49. Well... huh.

    I'd have sworn they spawned at 50, but then, I'm not sure I've ever specifically looked before. I believe MM pets spawn at a different level in Incarnate trials, so it would be worthwhile to test this in a trial also, which I did not do.
  6. Hopeling

    Regen Build...

    I apologize for my earlier comment, it was quite unnecessarily rude.

    First, some general thoughts on building with /regen. As /regen you already have a great deal of self-healing and regeneration, but very little mitigation. Set bonuses, however, give a flat amount of either, and don't care how much you already have. +100% regeneration from set bonuses is quite significant to a set like /Invuln that doesn't have much healing to start with, but it's a drop in the bucket to /regen. This means, for survivability, you're better off building for defense (for mitigation) and recharge (to have your heal buttons up more often), as Santorican said. High recharge also has the nice side effect of enabling a better attack chain.

    More specifically to the build you posted, the Rule of 5 means that some of your set bonuses are completely wasted, and doing nothing for you, specifically the +1.87% hp set bonuses, of which you have 9. Mids can show you Rule of 5 violations in Window -> Sets & Bonuses. In fact, with Dull Pain and accolades, you should be able to cap your hp with very few +hp set bonuses at all. As long as I'm on that note, you should account for accolades in Mids if you have earned them, and you should work on earning them if you have not

    Your powers are underslotted for endurance reduction. Putting a few more slots towards that, combined with Quick Recovery and the innately low costs of Claws, could allow you to do without recovery set bonuses and Physical Perfection. Follow Up should be slotted as an attack, not a tohit buff, meaning it needs accuracy and damage. Your attacks are somewhat underslotted in general - even a cheap triple from Crushing Impact or Multi-Strike can often round out an attack's enhancement values nicely once you have the set bonus from it that you desire.

    Diamagnetic is an unusual Interface choice, especially for a scrapper. The DoT Interfaces are almost universally the best.
  7. I doubt it's a bug. Enhancement boosters specifically only work on IOs, which ATOs are not. Even the current store-bought attuned enhancements, which mimic existing IO sets and are even considered to be the same set for set bonuses, cannot be boosted.
  8. Well, my Beam/Time corruptor rarely feels even a hint of synergy. Beam Rifle (and to a lesser degree just being a squishy) makes me want to stay at range so I can use my cone, but Time Manipulation wants me to be in melee for my debuff aura. They are also both very active sets, so it's difficult to make full use of my pew pew while also keeping up my buffs and debuffs. The only meaningful overlap or synergy they seem to have is that Beam/ provides some -regen to cover /Time's hole in that area.

    That said, it's not a bad character, I actually like him a lot. The sets just don't play nice together.
  9. Why would it need to be improved? It's already one of the most -
    Quote:
    Originally Posted by Leese View Post
    (that's User Interface, not the incarnate interface powers)
    ohhhhhhhhh.
    ^definitely was my first reaction to this thread.

    Totally agree with both suggestions, especially the second. I've seen a few people in Freedom help chat recently having a hard time figuring out what SOs to buy. One of them insisted that Renewing of Hermes wasn't what he was looking for because it "increases attack rate" according to its own info, and he needed something to reduce recharge time, which was frustrating in a sense, but also pointed out that the thing is not necessarily self-explanatory.
  10. Mids thinks the resistance is unaffected by endmod, but in-game detailed info appears to disagree: my Blaster's Consume says it gives 73.85% resistance with 47.7% endmod. So presumably, with overslotting or an endmod alpha, you could reach +100% enhancement, for full immunity.

    Still, I really can't think of any plausible situation where 100% end drain resistance would save you, but 90% wouldn't.
  11. The Battalion is literally flying at us from outer space, as far as I'm aware. So that probably rules out them being extradimensional.
    We know so little so far that, sure, maybe the Shard will tie into it somehow. But I doubt it will be the source. I'd guess they used that phrase on purpose in the badge text just to get players theorizing - or maybe they hadn't yet decided or were planning something else when that was written.
  12. Quote:
    Originally Posted by Tyger42 View Post
    Except in this case, it's exactly what's happening. The meaning has changed over time. The new one is nearly universally accepted at this point.
    Are you still talking about the word "decimate"? Because as I said before, as far as I can tell, "decimate" meaning "completely wipe out" is not universally accepted. In fact, it's not accepted at all, according to the dictionaries I've checked. Can you provide a source to the contrary?
  13. Hopeling

    Regen Build...

    He 3-slotted Boxing... with Rope A Dope... including the stun/range. This HAS to be a joke.
  14. Can you even get immunity? I thought it capped at 95%. At least, my recovery resistance in combat attributes caps at 95% on my elec/ tank.

    In any case, the difference between 90% end drain resistance and full immunity should be academic in any situation I can think of.
  15. Quote:
    Originally Posted by EvilRyu View Post
    While I know it wont work with every power this does make it a cheaper alternative in many powers.
    As long as you consider boosters ($) cheaper than HOs (inf), yes. I do, personally, but some might not.
    Quote:
    Originally Posted by Ultimus View Post
    Is that Enzyme Exposure with the 33% defense debuff? Isn't that an exploit? I thought Castle posted it was?
    Yes, it's an exploit, but not one that they seem particularly keen on fixing, nor that they seem to want to punish people for. Someday it may go away, and we'll really have no right to complain when it does.
  16. Both regen debuffs are flagged Ignores Buffs and Enhancements according to in-game detailed info, so presumably no.
  17. All the ATOs are unique. You can't even use a normal and superior version together AFAIK.
  18. There's a Suggestion forum, down in the For Fun! section.
  19. Quote:
    Originally Posted by Party_Kake View Post
    Well that's easy to fix, just make sure the ones doing the defense draining are blabbing about it,
    Yes, that has been one of the primary requests for fixing the situation throughout this thread, as far as I've seen.
  20. Quote:
    Originally Posted by Golden Girl View Post
    Rularuu devours dimensions - if he gets free, he's not going to consider your moral standing before trying to devour you too
    Sure, so the villains fight Rularuu too. That doesn't mean they have to team up with heroes to do it.
  21. Quote:
    Originally Posted by Party_Kake View Post
    Superpowered intense evil being a: "AND NOW, HERO, THAT I HAVE COMPLETELY DRAINED YOUR DEFENSES, THIS LOWLY PEASANT WITH A ROCK WILL CRUSH YOU!"

    You: "Pss yeah RighTASFAUTD%&EDTFDH" *squish*
    Yes, precisely, except that the first line never happened. The character just gets defeated by a normal rock, thrown by a normal person, with no explanation presented, and fans are left scratching their heads as to how or why until they read the letter column on the last page. Sure, the explanation is there, in the very same issue, but only if you go looking for it specifically.
  22. Anything with knockdown or other control to give RttC time to heal you up works nicely with /WP. TW as mentioned is outstanding, and Battle Axe, War Mace, and Stone Melee should all be nice as well. Those would be my top picks.

    A /WP build IMO gets the most benefit from defense, even if you don't reach the softcap (which is rather difficult on a brute anyway). /WP doesn't rely on never getting hit the way something like /SR does, you only need to reduce incoming damage below your regeneration rate. My /WP brute built for 32.5% defense, and my /WP scrapper is not much higher. This allows them to softcap with one purple inspiration or one good team buff, although I rarely find even that necessary to survive most things. +HP is also good to build for. Building for regen gives minimal returns because you already have so much, and building for resist is difficult to even do because resistance set bonuses are small, rare, and often expensive.
  23. As Zombie Man noted, you keep your level 20 power as far down as level 15. Even Posi 1 lets you keep that (unless your team leader is too low I guess). There are no TFs that exemplar you below 15, and not many flashback arcs. So you will rarely, if ever, find yourself without Mask Presence. Even when you do, it is not so build-defining that you can't play without it; after all, you did so for the first 23 levels.
  24. Quote:
    Originally Posted by Tyger42 View Post
    Which, again, is a perfectly acceptable definition of the word.
    Can you find me someplace that gives that definition? Because, as we covered at length in the other thread, even its modern usage (as opposed to the archaic exactly-one-in-ten meaning) still only means to destroy a large part of something, not to destroy it completely.
  25. Yes, that seems to fix it. "Unknown command" is an odd error to return for that situation though.