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Posts
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Joined
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Yeah, that's all going rogue stuff, which I've kind of played although my kinetics scrappers is boring.
It's the end game stuff I don't know about. -
Quote:Okay, if I pull up my fm/sheild, is it going to be challenging?New starting zone of Praetoria added. Alt dimension where you play whatever archetype and decide if hero or villain when you leave at level 20.
New level 50 content. Incarnates. These are represented mechanically as slots that may be unlocked and then equiped. Higher versions of the 1st one will give a level shift (50+1). Each slot has 4 or more "powers" that may be chosen. There are currently 5 slots.
Some new lower level content as well to integrate with the Incarnates stuff.
Biggest change is the endgame content.
Or can i just hit up JS and blow through it? -
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Okay,
I've been kind of gone
but other game is now doing annoying stuff, can I get a cliff notes version of the stuff since going rogue.
tia -
Quote:Kat/RegenWhat primary are you using?
Because I still feel that way.. And the new mog made my build more tight (skipped it before) and adds one more tool to the "if I slip up I could face plant."
Rolled her the first day of I2 so I could get the new badges, deleted my claws/regen not too much later. Was tanking Hami just after I3 came out. I won't deny this was regen's heyday and it was really strong back then.
I tried a lot of things with that character. Took down some stuff solo, even went perma-mog to take care of nemesis. -
Quote:Actually, back then Inv was more powerful then regen. At least the first scrapper soloing AV vids I saw were a dark/inv.Well, when the game launched, wasn't Regen the most overpowered scrapper secondary with Instant Healing being a toggle?
Maybe they are afraid that if they buff Regen it will be overpowered again.
Back then MoG put you to 20% health, with no ability to heal.
Dull Pain's +HP was static and not affected by enhancements. The ability to affect the +HP was a bug that they chose to leave in. I believe this actually occured when they were looking at inv tankers.
IH was a toggle, and it was fully enhanceable, with much higher regen rates then it has now.
Integration was only a status protection, it had not +regen component.
The basic history is:
IH - lowered max regen
Integration and Dull Pain buffed w/ IH lowered max regen
Integration and IH given Enhanceable/Unenhanceable sections
IH changed into clickie.
MoG "fixed" - I like the change, but I know it was controversial at the time. However it didn't do anything to improve the playability of regen for me.
To be honest, the only time I feel like bringing out my /regen is the one area it's still the best in. When I decide to go to a Hami raid (and then i'm reminded why I quit going to hami raids 4 years ago).
I liked riding that edge with regen. Knowing that if I slipped up jsut a bit, I could face plant. I just don't get the feeling from that with any of the newer sets. I still get that with regen, but that bar is so much lower now. -
Bring back toggle IH. Even that never made up for the lack of a regen debuff resistance.
Back in the day, I know regen could do some crazy stuff. However with all the new secondary additions, rebalancing to the old secondaries when was the last thing anything was done to regen. It took more hits then any other secondary for a long time.
For me, there come a point in time where I have to stop looking at someone saying "the numbers show this" and say, but regen is no longer fun for me. It used to be fun, but when they basically revamped it from a toggle to a clickie set, it just went meh. The fact that it appears that devs don't want to address the set and sometimes seem to act as if they wish it had never been created is annoying, to put it mildly. -
Quote:I took and modified slightly one of Fury's fire/shield builds (the expensive one).Fire/Shield's endurance issues can be kept under control. The biggest killer in a farming scenario is actually FSC since a lot of folks slot it with 6 Obliterations for both the recharge and the melee bonus. If you slot it something a lot more endurance friendly (Sciroccos, Multi-Strikes, purple set), you can keep your endurance under control. Fireball can also eat up a lot of end as well too, but as long as you slot a decent amount of end redx, it isn't an issue.
I'm not fully IO'd out, still trying to get a couple things here and there, about 36% defense globally. Very fast to take mobs down the times I've run with her. The dot can be a little annoying but I just tend to do more target switching to account for it.
I've also taken a fire/wp to 50. Need to go back and IO that one out a bit differently to up some of the defenses, but it's a fun build to break out from time to time. That and running with a good kin, I saw GFS hit for 1200 damage on a crit. -
I want to enjoy Fiery Aura, I really do, but I just can't.
I took a FA/EM tank to 35, and took a DM/Fire brute to 38
The tank was deleted and recreated but I never manage to level. The brute is a lvl 50 DM/Elec. Yeah, for some reason I like elec, and can get over it's squishyness as my only 2 capped brutes are /elec. -
some people are in GR beta and playing around there
I just starting to come around more myself. (Well sorta, I'm sometimes just parked on a toon while I'm doing something else)
GR should pick some action back up. I know one person who just came back, another who is thinking about it. The one who just returned I know from another board, didn't even know he was on CoH. -
I acutally have a DM/Shield, FM/Shield and an Elec/Shield.
The DM and FM are at cap with the DM having been fully build and completed months ago. I haven't really played in 6 months, but the DM is still tearing it up even with the changes to Blessing of the Zephyr.
The Fire was in the middle of a rebuild, she has most of the sets I wanted at the time, she's actually not slotted or using IO's in some cases. Last night I ran her and while weaker then I'd like, she was still tearing it up.
Elec/Shield is 36. It was harder for me to enjoy at first due to the AoE vs single target that I prefer. However, there is something cool about build up - shield charge a group - lightning rod a second group.
My favorite is the DM/Shield. I never enjoyed dark melee before I built her. Had tried it, and tried it and tried it but never got one past level 10. However she's a blast to play, running the smite - siphon life - smite - midnight grasp attack chain. -
Santorican
Is there a el-cheapo version of that.
my own fire/shield was in mid build when I kinda took a break. I don't feel like a complete rebuild of that and my dm/shield (although the dm/shield was still running the walls fine, have to see how she tf's soon).
I just don't have a desire to go for purples right now.
Recharge for the basic attack chain is pretty low, the rest mainly for the overlap of active defense, and getting shield charge up as much as possible? -
In INF, it's my DM/Shield. North of 5 billion, in need of a rebuilt apparently since I don't cap anymore (and never got the glad armor +3%)
I guess I'll rebuild her after i19, haven't actually been on in a couple months while I play around with another game.
However, my I2/I3 hami tank Kat/Regen with something like 42+ HO (that no one would sell, you had to earn everyone, had hope you could get a good trade for the ones you needed) who did more Hami raids then I even care to think about. A great many of those raids were spend cycling between taunt, dark blast, and Dull Pain (with perma hasten), the occasional self heal. -
DDO
didn't get on during double xp as they were running 20% xp bonus and I'm trying to get my first toon to 20 -
I run db/sr
You only need 5 powers to run bf + attack vitals. BF + attack vitals uses 4 powers and you have to take one of the first 2 powers. The cone on sweeping strike is decent enough I don't mind not having my pbaoe -
I run around with a stun proc in lightning field for my br00t
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Taking Grant Cover in that 49 spot will give you additional defense debuff resistance and recharge debuff resistance
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Actually that's partially correct for phalax fighting, the base 3.75% to all is on all the time. the 2.25% to all is varied depending on team mates.
Be aware that Mids actually has an error and unless you have corrected it in the database editor, it does not apply the ranged component correctly.
Here's one, slightly less HP, capped to all, better recharge
Active defense should have 2 recharge (preferable to Hami membranes), especially if you don't have the recharge for perma hasten, or have the grant cover to resist recharge debuffs.
Thunderstike is using a force feedback recharge proc, you can change that back out to the oblit damage proc for extra melee, but it's over cap without it. Then again depending on what someone wants to fight most, the melee defense being up towards 50% isn't a bad thing.
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What powers are you taking in DM?
I would advise against skipping Siphon Life, it's one of the best powers in that set and will increase your survivability. -
Quote:Those arachnids you face red side will also tear through a resistance based toon, at least they gave both my /elec brutes problems.I look forward to harder content as well too. There's a chunk of the player base that avoids anything remotely hard: Arachnos, Longbow, KoA, Malta, Vanguard. I find it funny that these same players blow through the patsies they set up in their AE farm and then complain bitterly when they face Arachnos or similar at farm level difficulties.
With SOs, I think the power levels between mobs and characters were roughly balanced. I think IOs throws the power balance in favor of characters quite a bit. I think level 45+ should be a lot harder than it is. I'd like level 50 to mean something again. -
You are all going to die