Jack_NoMind

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  1. Shadow Meld? On an SR? Pssht. Naw, bro, you need to throw sharks.

    I call this "Batman." Not because it's terribly much like Batman in any obvious way; merely that it has incredible resilience and a lurking subconscious psychosis.

    You should replace the frankenslotting in Focused Fighting, Focused Senses, and Manuevers with S/HOs when you can, but you don't have to.

    And in all modesty? This is a work of art. (Caveat : Better can be done, but not without purples or PvP IOs. There are none here.)

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    Oh, one final note. You don't actually need Spirit Shark Jaws for anything. I'd've loved to have slotted it to make it useful, but I just can't with this build. You can replace it with a travel power (especially if you put the Winter's Gift IO in it), or Hasten or whatever. I just find it hilarious. Hibernate, on the other hand, you should keep.
  2. The first question here I haven't known how to answer.
  3. Quote:
    Originally Posted by Miss Ozarks View Post
    Hi I checked out the build I notice. I think lvl 4 focus or something like that has 4def buffs slotted and lvl 35 has 4 slots of def buffs.
    Evasion (the toggle AoE Defense buff) and Focused Senses (the toggle Ranged Defense buff) each have 4 slots of Defense.

    Quote:
    I thought I read in ED is rule no more tha 3 same enhancer, anything over 3slots would be a waist, does the ED rule don't count for SO's?
    There's a severe diminishing returns penalty at that point, but it isn't necessarily a waste. The toggle powers from SR have such a large base buff that even a small additional multiple can be significant. I assigned as many slots to those powers as I did so that even without running Stealth or Maneuvers you would have very high positional defenses.

    It's unfortunately impossible to innately softcap SR on a Scrapper with SOs unless you run three of Combat Jumping, Maneuvers, Hover, or Stealth; you can use Shadow Meld but that will only work for 15s out of every ~45.

    Quote:
    I also saw the +3 over alll my slots, remind me what the +3 is over each of my slots please, Ty-
    Just that each one is an effective "53rd" level enhancement.

    Quote:
    Originally Posted by Rangle M. Down
    Having a fourth one isn't recommended as you're not getting a huge amount of "bang" for your buck because of ED's diminishing returns. IMHO, the slots would be better used elsewhere.
    Pssht. The only other useful thing to do with them is bite the bullet, run Maneuvers and Stealth all the time, and swap them for endurance reduction.
  4. Well, I mean, I can give you a *build,* but I need to know if you're attached to Body Mastery and if you need a travel power.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    This is bigger than you suspect, I'd wager. ...fixing a long-standing problem by player request ... gives me and others the feeling that we actually ARE being heard and that we actually CAN appeal to the development team.
    And thus ends your peace of mind, Dink.

    Ave Imperator, morituri te salutant.
  6. Forum names are fixed. I'm the only me.

    You can get those accolades as a free-to-play player and I also highly suggest it.
  7. Here you go. There's an open pick at 14 for your travel power and a couple of open slots. It softcaps if you run Manuevers and Stealth and use Guarded Spin. Depending on how lazy you feel, you can drop the two open slots into Dodge and Focused Fighting (one each) to get softcapped to melee and you don't even need Guarded Spin, although if you plan to fight in DA you'll probably want to keep it anyway. (That's not a bad idea anyway since it more-or-less caps your resistance to defense debuffs too, but I leave it up to you).

    Edit : Oh, it's a Scrapper, by the way. And if you want to do DA stuff you'll also need more accuracy, probably at the cost of damage... although I could give you quite a bit more performance with Attuned and SHO enhancements.

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  8. All you have to do to summon her to a thread is mention her name three times. She's like Beetlejuice, except more aggressive and her home dimension looks like a cross between Mythbusters and the palaces of Atlantis.

    Arcanaville
    Arcanaville
    Arcanaville!

    Edit : Oh, I actually read your post. The formatting's a little weird. Hang on, I can do that (Premium Staff/SR -- she was talking about a tank at the time, you want a Scrapper? It'd be my pick for the combo unless you actually plan to tank. You can port it to Brute or whatever if you want).

    Edit 2 : Quick question. You want a Premium-friendly build with Attuned Enhancements and (Synthetic/) Hamidon Origin Enhancements, or SOs only? I'm gonna do the second one for you to start, since it's way cheaper, but the first one's a lot better if you can get the influence.
  9. Ah, I know you said you're on a budget, but here's a slightly tighter version of John's build. It's softcapped to melee and ranged. I could actually give you one that was SO-only and softcapped to all three positions, but it's kind of a pain to run because of high endurance costs.

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    =====

    As far as an IO build goes, it could be radically different from your core build; many IO sets are actually cheaper than (S)HOs, and of course as a VIP you have merit rewards available. Other than the fixed sets -- DM/SR -- do you have any specific wants or dislikes?
  10. So, hey. Let me turn this into a question : Is it worthwhile to invest in mez resistance on a tanker? I mean we get 20% easily enough with the 3% resist psi global (forget which set offhand), and there are ways to build up to 50% without making *enormous* sacrifices. But everything has a cost. Worth it or no?
  11. I very often work out a build for my character as I'm playing him, rather than before. So I end up taking powers to see what I enjoy and what works, and then when I get to 50 (or sometimes a little before), I run one of the respec trials and pick new powers and slotting for a final version (at least until the developers change something!).

    As you level, you can just use whatever enhancements (TO/DO/SOs) you get from missions and from doing trials and events with other players in your powers. It's best if you can keep a good balance of at least one damage, at least one accuracy, at least one recharge reduction and at least one endurance reduction enhancement in each of your attack powers. If you feel like taking the time to do it, you can make "basic" IOs of those things, which have the advantage of not needing to be replaced.

    So it's a good idea to put four slots into each of your attack powers while you're levelling. At high levels or at level 50, you'll change it.

    For other click powers, like heals or controls, you'll want the same things except instead of damage you'll enhance whatever the power is for (healing, immobilization, or whatever). For toggle powers, you don't need recharge reduction or accuracy (usually), but you'll want to enhance their primary effect and probably put more endurance reduction into them.

    So three or four slots for your other powers is also good. If the power doesn't take most kinds of Enhancements (for example, an auto power that gives you status effect resistances), you can skip it. For some click powers you may only need two slots, one for recharge and one for whatever the main effect of the power is (like a heal). Again, you'll change all this at 50.

    I'm quite good at making melee (Stalker, Tanker, Brute and Scrapper) builds, and I can offer advice on other character builds as well. I'd like to spend more time on the Build Forum helping people, but like you said, it's pretty exhausting to make a build, and lots of people want them. To be honest, it's probably better to post in the forum of the specific archetype you're working on with your own build -- even if you think it's not very good -- asking for feedback. Some people will make fun of you, which is frustrating, but that's just how forums go.

    As far as suggestions for a new character, you could always try more Corruptors; Sonic/Sonic and Dark/Dark (or a mix of Dark or Sonic with something else) are pretty straightforward and fun. I also like the Beam Rifle attack set a lot; you could even give a Defender a try for a Force Fields/Beam Rifle character. If you want to try something pretty different, you might enjoy playing a Scrapper or a Stalker. They're a bit easier to use with either the Willpower defensive set or one of the Defense-based sets (Super Reflexes, Energy Aura, Ice Armor [stalker only], Ninjitsu [stalker only], or Shield Defense [scrapper only]). Just about any of the primaries work well, although I've found Katana/Ninja Blade, Dark Melee, and Mace to be some of the most straightforward to play.
  12. Quote:
    Originally Posted by oOStaticOo View Post
    Although I expect Rocks to be considered OP before too long.
    Just Feldspar, it's totally broken.
  13. Tried an EAT? SoAs sound particularly suited to what you're looking for.
  14. My top 5 non-pvp non-purple sets (I mostly build melee, can you tell?). The list is numbered, but it's not a ranking. One thing that helps me identify when a set is truly fantastic is when I start burning slots or even whole picks just to pick it up, which I'll allude to frequently.

    1) Gaussian's Synchronized Fire-Control. I have put Tactics in builds just so I can slot this. The small bonuses aren't bad; I'll take run speed over 2% mez resistance most of the time and HP, damage, and recovery are great. The six-slot bonus is obviously phenomenal and the proc is fantastic.

    2) Numina's Convalescence. Pretty glorious in an auto-power if you have another heal because it almost all synergizes; heal %, maxhp, and regen rate. (The only low point is the hold resist, which I wish were Stun resist or something else entirely. The ranged defense bonus isn't a strong synergy necessarily, but very lovely nonetheless.) Also good in many actual heals, since as a proc it affects target-of-power. To be honest, I'm not sure how it works in PBAoE heals, but that might be the best use of all. I've six-slotted Health for this on a number of melee builds and regardless the proc is almost always my first merit buy on a character if I don't have a spare.

    3) Blessing of the Zephyr. I don't always take travel powers, but when I do, it's usually... to mule for this set because I'm building positional defenses. Winter's Gift is an honorable mention, with a huge single-type resist bonus right out the gate and a fantastic global.

    4) Red Fortune. Luck of the Gambler gets all the love -- hey, it's a great set. But I find myself "tolerating" LotG whereas I actively try to get a six-set of RF where I can fit it. Sure, the recharge bonus isn't as big, but it comes with some other great bonuses; resistances, global damage, and a good positional defense buff. It works well in almost every build that uses Defense.

    5) Overwhelming Force. Sure, it's brand new, but I've already reconfigured two builds to use it. Technically an Attuned Enhancement set and not IOs, it offers basically the same kind of bonuses (and unlike the other Attuned sets, isn't archetype-specific). And what good bonuses they are. Orange-level regen and global damage, and yellow level but almost universally handy maxhp and defense. Plus the six-slot KB protection and a proc that works wonderfully whether or not you have a KB power you want to slot this in. It's not an ATE set, sure, but like the other yellow set on the list it leverages what it's got pretty well.

    And another comment for a set that I think is pretty awful.

    Dishonorable Mention : Titanium Coating. Okay, maxhp and melee defense; great. But nothing special for a yellow in those two entries, and the other three bonuses are practically worthless. Even if you want status resistance, there are sets that give a better bonus -- status 2.5% -- as a single entry, often in the first three. And how many characters building Resist actually want status resistance anyway? Many of the other resist sets are kind of meh, but they make up for it with fantastic procs or globals. This set is just bad. It should have its resistance entries merged into a single "status resistance 2%" as the third entry (the four-item bonus) and something else actually useful as the fourth, like an e/n or s/l resistance bonus. The first entry could be whatever; movespeed even would be fine, although 8% regen or a small s/l defense buff would be even nicer.
  15. Oh, random note that will be relevant to DA and FA : Supposedly the Power Pools are shifting such that you can take the fourth power with only one other power in the pool. So Acrobatics becomes a much more accessible choice (you only need CJ). The toggle cost is a bit high but it might be something worth managing, since you can free up some slots that way.
  16. Not bad at all. I'm a bit confused about the random PvP IO in Dark Regen, especially given the lack of the set proc. I prefer putting the Overwhelming Force set in a cone or other AoE to manage more soft control out of the KB. I'm using it in Guarded Spin for now to get the early KB protection, but I might put it into Innocuous Strikes later.
  17. Quote:
    Originally Posted by Captain_Aegis View Post
    I'll be sat waiting in the corner for an answer, on the edge of my seat.
    And yet all you need do is scroll up.
  18. I'm on a Dark/Staff tanker, so I actually have to wait until 20 to get Soul -- but my plan is similar. My endurance troubles are manageable; the biggest problem is of course Dark Regeneration. I recommend early IOs and heavy slotting on that... I usually plan to respec at high levels, since there's such a difference between SOs and vanilla IOs and set slotting (even if you plan around exemping).
  19. Yes -- you did make your very first post in the thread a comparison between different melee Archetypes, and for good reason. As insane as it sounds unless you read the posts, this discussion has been about all the melee ATs almost the whole way through. Even Stalkers (although they're mostly hiding). We can't meaningfully discuss Tanker performance without discussing Scrapper and Brute (and Stalker) performance; there wouldn't be many or any relevant benchmarks to describe what we want them to be like. Consequently, comparing the behavior of the other melee ATs (and Stalkers) to each other is not only inevitable but necessary for a proper sense of scale.

    Of course, we should also probably be talking about Masterminds. But eh.
  20. I hope they let me co-chair the committee to decide the color of the book that that council's meeting notes. It would be the most exciting thing ever.
  21. Yeah, it'd be totally lame if someone started talking about other ATs like, six posts into the thread or something, focusing entirely on how Brutes are more desirable and they need to be addressed and stuff.

    Quote:
    Originally Posted by Captain_Aegis View Post
    We're now in a situation where, on a large team with an arbitrary number of defensive and offensive buffs, you have two thematically similar AT's where one is obviously more desirable, one being capable of dealing far, far more damage with only a slight to moderate reduction in survivability due to differences in damage and hitpoint caps. That, I believe, is bad design.
    -Captain Aegis aka @Captain Valiant EU
  22. Oh good, I'm actually glad I was mistaken. I did neglect to account properly for slotting; I went with a simple 0.75 * 1.5 = 1.125. The 50% damage boost would be 25 fury. It also does not account properly for critical hits (I should've used a Scrapper damage of at least 1.18125 up to 1.2375).

    Edit : Okay, so we want .75(1+E+F) to equal E*1.1*1.125... ugh, that's kind of a mess. So... F = 1.65/E - E - 1, I guess. Really? Well, whatever.
  23. Quote:
    Originally Posted by Sukugaru View Post
    Yes. I know *that*.

    If Power X can be on or off, but players always have it turned on, then what's the point of the off switch? Defensive toggles cost endurance and offensive toggles cost more endurance, but Fury costs nothing.
    Fury costs health and endurance. You cannot keep it at its normal maximum of 85% without spending those things.

    It's true that Brutes only require a Fury level of about 25% to match Scrapper damage.
  24. Quote:
    Originally Posted by Obitus View Post
    For everyone, to a greater or lesser degree. The game is currently balanced around toggles costing endurance, so if (most) toggles were suddenly made free tomorrow, something else would have to give -- whether it's the cost of attacks or the magnitude of the recovery bonuses available.
    So would archetypes continue to deal 1.0*(AT modifier) dps for X end, where X is simply a larger number than 5.2?

    This question is disingenuous -- I'm not interested in the explicit answer but rather your consideration of the process necessary to provide that answer. I don't think you understand the magnitude of the change being suggested.

    Edit : Or if you do, I'd really like an explication (no typo), as I certainly don't yet.
  25. Quote:
    Originally Posted by Obitus View Post
    In any case, if toggle costs were to be reduced near to zero, various other costs would have to be adjusted to compensate.
    For... tankers?