Kurugi

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  1. Quote:
    Originally Posted by Shard_Warrior View Post
    Just my 2 inf, but EMPs are great at lower levels, but at higher levels they aren't really needed. IMO Control/Debuffs are much more desirable for the higher level content.
    The reason for this is because at lower levels the people who are receiving most of those heals (besides crazy suicidal blasters) are the tanks and scrappers constantly in the thick of things. As levels progress these two ATs gain more of their defenses and become much more independently survivable. What happens then is most Empaths continue to try and focus on healing in an environment that has shifted to make those heals less necessary while other Empaths shift their focus more towards buffing and blaster support. I was part of the latter group.

    Again, the people who only value Empathy for it's heals are the people who are only looking at one side of the coin.
  2. Quote:
    Originally Posted by Shred_Monkey View Post
    Another reason we need to be able to color epic pool powers... green fire could be explained as spraying your toxic acid that "burns" your opponants for extra damage.
    Heh, what's funny about that is I plan to have a green fiery aura once I get my scrapper to lvl 30
  3. Edit: As I said before I got what I needed from this thread I think, so my continued responses will just keep provoking more pointlessness that doesn't really have anything to do with the original topic.

    Again, thanks for everyone's contributions, even yours Umbral. No, I don't hate you, I just don't seem to agree with some of your ideals (not about Regen as you're the expert and I'm the novice, I mean more on other more general topics), but this topic isn't the place to continue where I feel this discussion is heading, so I'll just say thanks and I hope we can get along better in the future
  4. Quote:
    Originally Posted by Umbral View Post
    What I have a problem with is you supporting completely and totally incorrect conclusions about powers and what the end benefit of slotting those powers is.
    I don't think I've outright supported one thing or another. I don't think I really can what with my Spines/Regen scrapper only being lvl 6, and that being the highest I've played /Regen. All I've been doing is asking questions or making counter points in order to get more explanation/information on something I didn't agree with at first.

    The best example of this was questioning why you wouldn't want more +regen on a regen oriented set. I now understand why, but at first it seemed awkward to me. Like if you were to make a warrior class in another game it's usually more effective to continue to improve his physical abilities and make him really strong in one field, instead of spreading out his talents and increasing magical abilities as well. Then you end up with a class that's mediocre at two different things rather than really strong at one. That was simply were my logic was coming from about focusing on more +regen. I didn't mean to come off as me trying to claim that adding more +regen was "better" as I was trying to figure out why it wasn't better. Again, I don't think I can confidently say what is or isn't better for Regen since I don't have much experience with the set, I just like to questions things I'm not sure of or don't immediately make sense to me in order to gain a better understanding.

    Quote:
    If you honestly think that it's "logical" that a damage recovery powerset would want greater power recovery as opposed to greater damage mitigation, then you obviously didn't apply more than just surface logic (and thereby are using flawed logic). If you honestly think that FH is providing one third of your regeneration, then you obviously didn't do the proper analysis.
    Considering in my long standing time as a gamer and my playstyle revolving around focusing on the main strength of whatever class I've chosen and pushing that single strength as far as it can go, yes I did initially "logically" think increasing regen on a regen set was the way to go. It just seemed like common sense to me.

    Quote:
    Trying to encourage the same flawed logical processes in others is what I have a problem with. I haven't objected to anything you've said except where you have been explicitly wrong about what is most effective. I don't care if you slot up FH and completely ignore MoG. It's not my character that is being purposefully weakened (especially since you've now been informed why it is a comparative reduction in effectiveness in this thread, as opposed to checking all of the other */regen threads where this exact same discussion has gone on before).
    I don't recall trying to encourage other people that more +regen is the way to go. Again, with my lack of experience with Regen giving advice on the set would be the last thing I'd intend to do.

    Quote:
    I have a big problem with you insisting that the only difference is in playstyle or preference. There isn't. The difference actually generates different levels of survivability which I have been trying to tell you. If you're interested in getting optimized then you should pretty much ignore FH because it does almost nothing. If you're interested in sacrificing some of that optimization in order to have greater passive regeneration because you don't like using click powers, I'd first ask why you're playing */regen as opposed to */wp and then make sure that you know you're not doing what is optimal. If you're okay with having suboptimal options, then fine. At least you know you're doing something that is less than your potential output.
    I've always believed there's more than one way to skin a cat, especially in CoH. I played WoW for 3 years and witnessed many times where people would post a build and the best reply was usually "Nope, it sucks, you'll be gimp. Go look at the cookie-cutter builds and GTFO". I hate that attitude, and I was starting to sense the same vibe coming from you which is probably why I lashed out a bit.

    I'm a firm believer that there's more than one way to be "optimal", and it does largely depend on playstyle. What's optimal for you isn't necessarily optimal for me. I've been a believer of that since I first starting playing MMOs.

    Quote:
    Constantly asserting, without any evidence, that there is no difference between two slotting mentalities when it is a known fact that there is a difference is directly contradictory to ensuring that people know what is going on.
    I didn't say there wasn't any difference, I just said that the difference seemed so minute as to not really make as much of a difference as you're making it out to be, but that's just my observation. I'm not claiming to be "right".

    Quote:
    It's not pettiness that is making me constantly correct you: it's altruism. Other people that read this thread should know that the option you subscribe to is not optimal. Some of them might want to join you in taking that decision, others might not, but at least they would know what the comparative costs between the two options are.
    I think the simple problem here Umbral is that 1) you're mistaken as to where exactly I'm coming from, and 2) you expect that because of your experience people are suppose to just follow whatever advice you give without question. I'm not out to "prove you wrong", in fact I never was. As I said I'm just trying to learn and gain more knowledge by questioning what I don't fully understand or what doesn't initially make sense to me, yet every time I do you're there to make me feel like a fool for doing so.
  5. Quote:
    Originally Posted by Umbral View Post
    First off, you wouldn't be getting 200% from FH alone. You'd be getting ~75% +regen from FH (which you have to take), ~70% +regen from the enhancement in FH, and ~85% from the procs. You'd get the same benefit from those procs no matter what power you slotted them into. The only variability is the additional ~70% +regen that you'd get by slotting FH.
    Fair enough. I could easily slot the procs into another passive power like health and get the same benefit, and if you noticed I did say that the extra regen I get from slotting FH to the ED cap was ~70%, the only reason I included the procs was because FH was where I chose to slot them and if I'd choose moving more slots into MoG I would at least lose the Regenerative Tissue proc so I felt it did bear significance.

    Quote:
    Secondly, that's not 1/3rd of your total regen. That's 1/3rd of your passive regeneration, completely ignoring Reconstruction, Dull Pain, and Instant Healing. Just looking at passive regeneration in terms of percent as opposed to total damage recovery in the form of hp/sec. At 500% +regen (i.e. 600% total regen) and hp cap, you'd be regenerating ~60 hp/sec. Reconstruction with 95% +heal on a 20 second cycle (215% +rech) is providing you 32.6 hp/sec. IH with 90% +heal on a 200 second cycle (225% +rech) is going to provide you an average of 441% +regen (~44 hp/sec). Dull Pain with 95% +heal on a 120 second cycle is going to provide another 8.8 hp/sec. In reality, that 200% is actually less than a seventh of your total damage recovery capability.

    In comparison to every single one of the other major powers */regen has available to it, FH is pretty much nothing. Enhancing it is simply enhancing that proportion of nothing, which isn't particularly useful when you consider that every single other power is contributing more and that you can use those slots to enhance your damage mitigation capabilities to much better effect.
    I don't really get why you would rate Reconstruction/Dull Pain on an hp/sec basis. They're used to refill chunks of HP instantly, so the "regen" you gain is largely irrelevant, though I understand you were merely trying to compare it directly with FH.

    Also I honestly find this all a bit petty. You're continuing to argue basically over two slots that are up up in the air between FH and MoG and in the long run don't really matter, yet you act like if I don't go the MoG way my character will be complete crap. It's basically the difference between ~70% regen and ~5 seconds off MoG.

    BIG WHOOP

    I get that you probably use MoG a lot and therefore feel the need to slot it, but I'm sure there are other people who play regen too and don't rely on it that much, and might not feel the need to put many slots into it, and yet you "/facepalm" at these people...I know it must be hard to believe that there are people out there who have a different playstyle and overall focus than your own, but there are, and I personally believe it's not only rude but also arrogant to look down on them for not doing things the exact same way as you.

    If what I just said wasn't true than you would have posted "do what you want" a long time ago and have been done with it, but because you continue to argue for "your way" then I can only come to the conclusion that your trying to force your way of playing down my throat. I've been playing MMOs for over 6 years and one thing I've found is I hate being told how to play. That's not to say I'm not up for advice or suggestions on things, if I wasn't then I wouldn't have made this thread, but the kind of advice you give Umbral leaves people feeling like they have no other option than what you tell them to do. That's not to say that I don't believe you are a very good and intelligent player or that you don't know what you're talking about, I just don't agree with your form of "advice".

    Anyway, I think I've gotten what I needed from this thread. Thank you all for your contributions
  6. Quote:
    Originally Posted by Umbral View Post
    At the very least, I'd give it 3: LotG +rech and 2 common rech IOs. I generally give it the 4th slot just to drop the LotG def/rech in there (to bring the rech enhancement into the redzone and net a nice little +regen bonus in the process).

    As to slotting FH, you'd be amazed at just how little it does, considering you've already got Recon, Integration, and Instant Healing, all of which contribute more hp/sec than FH ever will. FH is nice... it's just not enough to actually make the benefit noticeable within the confines of the rest of the set.
    You say put more emphasis on MoG, others say more on FH. Who is right? neither. It's a matter of personal preference, nothing more, yet you put so much importance on it to where someone asking for advice thinks it's a big enough matter that is enough to make them gimp, when it's not.

    Also, you say FH does so little, but when I look on mids' the difference between a no slotted FH and an ED capped FH is about 85% regen, not counting any +regen uniques you might slot in it as well. If you throw in the Numina's and Regenerative Tissue uniques then you're getting close to 200% additional regen from FH alone, and according to my build that's about 1/3 of my total regen. I don't know about you but that doesn't seem very "little" to me.
  7. Quote:
    Originally Posted by DaveMebs View Post
    You don't need to slot MoG for defense. It gets you way more defense than you will ever need in any situation. You do however, need to slot it for recharge. I agree it can be tough to distinguish between good and bad advice but just make sure you have a complete understanding of what each poster is saying.
    I wasn't slotting it with defense sets so much because I felt it needed more defense as I was slotting it that way for set bonuses/LotG +rech.

    Quote:
    Originally Posted by Umbral View Post
    In Mids', at the top right, there are 3 buttons: "Mode: PvE/PvP", "Recipes:On/Off", and "Pop-Up:On/Off". If you have PvP mode turned on, you use PvP values rather than PvE values. PvP values are significantly different, which is why your build was showing ~30% +res to all damage types, when you should have had almost none.
    I forgot about those buttons. I guess there is an "on/off" switch for PvP but since I never touch that button I'm pretty sure it's always set to PvE

    Quote:
    You went "overkill" on it because you shouldn't need it that often. You could use the same logic for slotting Revive for +rech if you every took it because it has a 300 second recharge time. Just because it's on a long recharge doesn't necessarily mean that you need to slot the bejeesus out of it.
    *shrug* I'm a recharge junkie. I like to have my abilities back up and ready as soon as possible for the most part. That's just how I like to play.

    Quote:
    And whenever I see those builds, I /facepalm because they're completely undervaluing the incredible benefits of MoG. I wouldn't consider any of the builds mentioned optimized for survival (especially since so many of them decided to slot up either FH or Health, for whatever reason).
    Perhaps those people had a different goal in mind? Survival isn't the only way to play a scrapper. In fact, in most cases I would only classify survival as top priority if you want to mostly solo or plan to play in a group that doesn't regularly have a tanker. Not saying I don't value survival, I'm just saying it isn't the only way to play.

    Quote:
    Yeah, I had a typo there. Meant to say +rech set bonus. Of course, if you followed my advice you'd actually net yourself more +rech because Obliteration has a 5% +rech bonus in there. 5% +rech set bonuses are the most common though. Don't be afraid to get rid of them, especially if you're sacrificing enhancement value to get them. The 2 Oblits in your AoEs and 3 Doctored Wounds in the */regen clickies are bringing you to the rule of 5 without having to place useless slots or mule anything.
    Yeah, I did slot Oblits instead and I do reach the 5 set max pretty easily, so I switched BU to GSC, lots of pretty defense bonuses

    Quote:
    I always come on strong, but that's because I'm a forceful personality. If I'm not coming on strong, then there is probably something wrong, especially if it's in a thread concerning something I know almost all there is to know about and feel rather strongly about.
    Fair enough. It just seemed to me that you weren't so much giving me advice as you were giving me orders and telling me how to play, and I guess I just take offense to that though that may not have been your intentions and if so then I'm mistaken and I apologize.
  8. Quote:
    Originally Posted by Lohenien View Post
    OP: if you move two slots from Moment of Glory and put them into Fast Healing for a common heal IO and the Regenerative Tissue unique you will get 70% more +regen than using 2 of each defense set in MoG. MoG doesn't need defense slotting
    See this right here is why I'm apprehensive to ask for advice at times because I end up getting completely different advice about the same things. So far I've been told to not slot FH, then I get told to slot FH. I get told not to bother slotting MoG, then I get told to slot MoG. I end up more confused than when I first started...

    But yeah that's a nice little boost

    Quote:
    Also I'm not sure you need the set you have in Quick Recovery and Stamina, Performance Shifter might work better overall.
    I thought I was using Performance Shifter
  9. Thanks for the explanation Werner, I think I get it. So basically it's a version of diminishing returns? Regeneration gets enough regen on it's own to where adding more won't have as much of an effect as adding actual mitigation is how I understand it I guess. I just got frustrated before because I was pretty much told I was "wrong" with no explanation, and I guess I'm just the type of person that likes to know why he's wrong.

    Anyway, hopefully this build is more in-line with the above ideals...

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(46)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(40), Dct'dW-Rchg(42)
    Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Rchg(7)
    Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(15)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
    Level 18: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(37)
    Level 20: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(25)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(34)
    Level 35: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 38: Moment of Glory -- S'dpty-Def/Rchg(A), S'dpty-EndRdx/Rchg(39), LkGmblr-Def/Rchg(39), LkGmblr-Rchg+(39)
    Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 44: Boxing -- Acc-I(A)
    Level 47: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  10. Quote:
    Originally Posted by DaveMebs View Post
    Yes, yes you should. Umbral is absolutely correct.
    Hmmm...

    I might have been a little harsh in that last post, but it's really frustrating for me to get advice, put a build together based on that advice, and then be told the build is total garbage...

    Plus it just seems totally and utterly ridiculous that a set built around regeneration doesn't want more regeneration...it's just totally illogical and sorry but I'm a logical person.
  11. Quote:
    Originally Posted by Umbral View Post
    Well, first thing, you turned on PvP mode.
    I was not aware there was an "on/off" switch for PvP.

    Quote:
    Secondly, you grabbed +regen, which is next to useless for */regen in PvE thanks to the unholy gobs of damage recovery it has
    Sorry for trying to play to the set's strengths. Adding two and two together you'd logically assume a regeneration set would benefit from more regeneration...

    Quote:
    you went a bit overkill on slotting CP
    Not sure how simply reaching the recharge ED cap in a long recharge power is considered "overkill", but ok.

    Quote:
    underslotted MoG
    Well based on what other people have posted in the thread you can get by just fine with 1 slot.

    Quote:
    overslotted BU (the additional 2 slots for that 5% +def set bonus could be switched to your AoEs for Obliteration sets)
    Umm..that's a not a +def bonus that's a +rech bonus, you know the bonuses that have the highest priority?

    Quote:
    and, even with your apparent predilection for endurance sustainability, didn't change your slots around to maximize your +recov benefits (PP with +recov procs is delicious).
    Again, because of Regeneration being a regeneration set I figured a power that partially increases regen should partially be enhanced for regen, but I guess based on your feedback I should just throw logic to the wind. Plus it's not like I didn't enhance it at all with endurance...

    Quote:
    You know, just as a cursory analysis.
    Noted, and just for future reference...you came on a little strong.
  12. Quote:
    Originally Posted by Umbral View Post
    Is it meant to be a PvP build?
    ...I don't PvP
  13. Well, here's a build I threw together after reading everyone's opinions (disregard the slot levels as I wasn't really paying attention to that). It's pretty expensive and isn't something I'd be able to slot out in a day, plus my scrapper isn't level 50 yet but I like making builds like this because it gives me something to look forward to and incentive to keep playing

    The only big controversy of the build I can see is I don't take the fitness pool but that's about it. I mainly went after recharge, HP, and regen set bonuses.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(7), Numna-Heal/EndRdx(7)
    Level 2: Spine Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Dmg/EndRdx(11), Sciroc-Dam%(13)
    Level 4: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(17)
    Level 6: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(19), P'Shift-End%(19)
    Level 8: Impale -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(23), Entrpc-Acc/Dmg(23), Entrpc-Dmg/EndRdx(25)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(27), Dct'dW-Rchg(29)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- HO:Golgi(A), HO:Golgi(17), HO:Golgi(31)
    Level 18: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(33)
    Level 20: Quills -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 26: Ripper -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(37), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(46)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
    Level 35: Boxing -- Acc-I(A)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(43), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46), LkGmblr-Rchg+(48)
    Level 44: Moment of Glory -- LkGmblr-Rchg+(A)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Efficacy-EndMod(50), Efficacy-EndMod/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  14. Quote:
    Originally Posted by munecaroon View Post
    Personally I'd strongly consider going the Pyre Mastery route for Fire Ball on a Spines/Regen.
    AoE kings they are .. and no redraw after firing a ball.

    Edit:
    Well I'm doing that on my Spines/Fire, not sure about Spines/Regen being worth it ...
    Yeah Pyre Mastery would be good but it would severely clash with my concept, and for me concept is more important. My guy is basically a bio-organic, plant/insect/human hybrid....thing, and as we all know fire + plants/insects = bad (have any of you even played pokemon? Fire is super effective vs. plant/bug! )
  15. Quote:
    Originally Posted by ClawsandEffect View Post
    Unfortunately, as Spines/Regen you probably will want Stamina, at least until you start amassing some recovery bonuses.
    QR + PP not enough?
  16. Quote:
    Originally Posted by Vitality View Post
    What primary did you want to pair with it?
    I was going to make a Spines/Regen scrapper.

    I just tried making another build using similar criteria to your build Claws and it works fine, though I'm not exactly sure how since I wasn't really doing anything different before

    Oh well, thanks.
  17. I've never really played a Regen scrapper, mainly because everytime I try to throw a build together in mids' it always gives me a headache. My problem is Regen seems to want a considerable amount of slots compared to other scrapper secondaries, to the point that I can't effectively slot my attacks. It seems I almost have to choose between having the strongest attacks, or having the strongest heals, but I can't have both.

    I've read several guides on Regen, and I swear one of them had suggested slotting that used more slots than are available, or at least enough suggested slotting for your primary/secondary to where good luck if you need some slots for your pools/epic powers.

    From my understanding in general you need to 5-6 slot your click heals, 3-5 slot Fast Healing, 3-4 slot Integration, 3-4 slot Quick Recovery, and 3-4 slot MoG. That's anywhere from 27-36 slots used. Given with most scrapper primaries you'll have 5-6 attacks that you'll definitely want at least 5-slotted and Build Up then you're spending 28-39 slots on your primary. At best that leaves you with 12 slots for pools and epics. If you take Tough/Weave there's at least 6 slots gone there. Hasten gobbles up another 2 and that leaves 4 left over slots for Epic powers. Dunno about you but that doesn't seem like enough to me.

    It seems if I ever want to play a Regen scrapper I'm always going to have to choose whether I want to have my cake or eat it, and I hate making those kinds of decisions
  18. Kurugi

    Ma/regen

    One mistake you made: you posted your build. See, there's some people on the forums who just love picking apart builds, and if you don't want that don't post the build.

    I did that once. I had a specific question and I posted my build because I thought it would help in letting people give me an answer, but I also said I wasn't looking for any other tweaks or suggestions beyond my question. Well for some reason this actually pissed off a few people who were somehow offended that I was trying to "dictate" what help they could and couldn't give me

    Some people seem to like to help so much they're gonna stick a funnel in your mouth and force feed you their help whether you like it or not
  19. Kurugi

    Ma/regen

    Not to mention since you're already lvl 50 it would probably do you more good to actually try the chain yourself and see if it works/if you like it instead of asking what other people think, especially if it's "abstract".

    Personal experience > other people's advice 99.9% of the time.
  20. Kurugi

    Ma/regen

    Quote:
    Originally Posted by Swift_Frost View Post
    all of you want everyone to conform to your playstyle and how you want things to be specced.
    *double-checks* hmm, I don't appear to be in the WoW forums...
  21. Quote:
    Originally Posted by Doctor_Xaxan View Post
    All the more reason to be audacious and do it!

    By the way, he's level 7 right now. Dark Armor with Super Strength set to the Dark theme is sexy. The particle effects mingle in cool ways.
    Heh, yeah. When I16 first came out and I looked at Dark SS I thought "wow, that kinda looks darker than...dark melee "
  22. Quote:
    Originally Posted by Ironblade View Post
    Can anyone say offhand how much defense debuff resistance ice armor has?
    According to mids' Ice gets about 52% defense debuff resistance.
  23. Quote:
    Originally Posted by Heraclea View Post
    On my shield/electric tanker, I skipped Havoc Punch in favor of Jacob's Ladder. Not sure I would do this the same way again; despite being a slightly wider cone on paper, it seems to be even harder to hit more than one target with Jacob's Ladder than it is with Shadow Maul. Not sure why.

    I also skipped Lightning Clap, of course.
    Yeah, on paper Jacob's Ladder looks like it should be a lot better than Havoc Punch, but I've played a little bit with it as well and I don't really like it either. It says it only has a 0.17 slower animation time than Havoc but I swear it feels more like a 2s attack at least. I'd also say the reason melee cones can be hard to work with is the range. You try to get 3 or 4 guys lined up for it and target the one farthest away like you'd do with any other cone, but that guy just always seems to be a hair outside the range of the attack, so you try to push a little closer and you end up nudging out the other guys you had in range and end up only hitting 1 or 2 when you could've hit 3 or 4.

    Of course, JL is pure energy damage which is nice, while Havoc is energy/smashing, but I can't stand using JL as a single target attack, accidentally or intentionally; just feels like wasting the attack to me. I'd go with Havoc.
  24. Quote:
    Originally Posted by Garthalus View Post
    Speaking of which, Fire Armor could also be an option if you are looking for a change of pace. Personally, if I were going to take Fire Armor again or try Electric Armor, I would pair it with a high mitigation Secondary such as Warmace or BattleAxe that offered knockdown/knockup.
    Don't forget Stone melee. I have a lvl 36 SD/SM tanker and the mitigation offered via Stone melee's AoE knockdowns (Fault and Tremor) is very nice, and they recharge pretty quick too so a spawn ends up being on their butts for a good portion of the time. I think Fire/Stone would make a pretty good combo.

    I was thinking of making an Ice/ tanker myself for a few reasons. It's a pretty rare tanking set to find, most likely because people either A) don't like how Ice armor looks, and B) because some people are turned off by a (mostly) pure defense set. I think the main reason I want to make one though is because back when I first started playing the first TF I ran (Synapse) we had a lvl 50 ice tanker with us, and she was AMAZING. She'd run ahead and herd up at least 2 spawns at the same time for us and we'd tear them down with AoE. I was very impressed.
  25. Quote:
    Originally Posted by Wanted_NA View Post
    If you're attacking then that one or two seconds you spend casting a certain attack might be the one or two seconds you need to heal a teammate before they faceplant.
    I've played the support role in many other MMOs along with CoX and one important trait I've developed that really helps when playing this role is to play preemptively instead of reactively. Many times if you wait until after something happens to react it's already too late, but if you can see it coming ahead of time you can respond a lot quicker.


    Quote:
    2- Know your buffs and where they best help. Forting a Stone Tank is useless, for example. But an Electric Armor or Dark Armor Tank might probably appreciate your Fort unless they're IO'd to the throat. Personally my priorities for fort are as follows (note that my Emp can keep Fort on up to 4 people at a time on a 33+ team): Squishy Tanks -> Scrappers -> Fire Controllers (because they tend to stay in melee [Hot Feet]) -> Blasters.
    You might also want to take note of any melee oriented blasters (blappers as they're sometimes called) on your team as well, and prioritize them for fort since they'll be in melee range a lot like the scrappers but won't have near the same level of survivability due to not having much in the way of defense. Most "blapper" blasters are usually /Elec or /Energy due to those secondaries having the strongest melee attacks, so that's something to keep in mind when you find one on your team.

    I kinda wanna remake my Empath now... xD