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Posts
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Quote:Well, in that case, by all means don't lose it. I suggested it because it looked like you should be golden, end wise. That said, in your originally posted build, you had nothing in Stamina. Even just dropping a lvl 50 gen IO would help. I think statistically over time a Perf Shifter +End proc is slightly better, but of course, less reliable.Based on that advice I've altered things slightly to reclaim those two slots from Burnout and shift them around places that might be more useful.
I can't convince myself that removing Dark Consumption is a good idea, and I think that's because right now I'm level 50 and still having Endurance Issues.
But, that's why I always strongly advocate actually playing some of these theoretical builds,a and not relying on Mid's solely. YOu'[re there, and I'm not. I looks like an easily removed power, and Confront gets ya an easy big chunk of Def to s/l and global recharge, but if in practice you need the end, then of course, keep it (unless you plan to never exempt, then you might consider using Incarnate stuff [assuming you're VIP] to fix the end issue).
I'm on my work laptop atm, meaning no Mid's so I'll look at the actual build and comment on it later. But I wanted to let ya know that if you know your alt, and know you have problem X, or don't have problem Y, don't try to convince yourself, or let others convince you to change things. You probably know your situation, play-style, and character best (assuming it's not a pure hypothetical build). In that case, listen to advice, evaluate it, and discard what isn't applicable. What I love about CoH is the extreme numbers of ways you can approach a situation. I can pretty much assure you nobody has tried all of them. So you may know best. Others probably have some insight, but take it for what it's worth.
That said, if your budget is stupid huge, with the availability of multiple builds, you can always try things both ways, if you find you really are torn between X and Y.
So, may post again after I get to actually start enjoying the weekend... -
Quote:Not sure if Bonfire is OP or not now, but I'll get back to you.But Bonfire can...
Weird fact of the day: according to patch notes, long ago, RF and Repel (in Kinetics) were nerfed specifically to make them immune to the purple patch, in order to prevent the power from converting to knockdown. Both of those powersare specifically prevented from ever having knockdown, which Bonfire now has (and is IMO ridiculously overpowered with). But if that decision stands, at the very least Repel and Repulsion Field should be unflagged (and a few other powers, like Wormhole, IMO need an option to convert as well).
Regardless, it is getting a huge benefit. And if that benefit is such that previously, other powers were tweaked in such as way so as to specifically avoid this under any circumstances, then those tweaks need to be revisited. -
Quote:Thanks for the interesting link. And, well, that answers that question.Hurrah, another satisfied customer! =)
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Thanks to both of ya for the input. I think it's gonna come down to Agility or Resilience/Cardiac. Resilience might get slightly better Resistance numbers than Cardiac, but having the extra buffer on the blue bar is never a bad thing. Looking at both options in Mid's I'll pick up about 2% s/l/e/n Def from Agility, which will get me very close to capped on those types. I'll pick up about 9% s/l/psi Resistance from Resil, but obviously less to the other types, and still not capped to anything. Agility will also bring some recharge, too. Tough call. I may just collect shards and let random chance decide based on which TFs happen to become available, and which salvage that makes easily accessible.
Thanks again, to both of ya for your help. -
Damn you Nethergoat! Now I need to look up Bonsai Trees... I mean, I know what the are, but feel somehow I don't know enough about them (and I suspect, their longevity or lack thereof) to get your joke.
How DARE you make me go forth and learn something new..... -
Quote:Wow. Now I sorta wanna try stone melee.. But sadly, I see it's still not to be had for scrappers... That may explain why I haven't tried it yet.100% this. Sums up precisely my feelings on Stone Melee too and its my favourite melee set as well. There may be sets that are more effective on a calculator, but Stone Melee will make you grin like an idiot, every. Time. You. Play.
I have a number of 50s, but if I had a "Main" it'd be my Stone / Fire brute, Volkanik for all the reasons listed here. -
First off, thanks for taking the time out to explain and clarify. I see where our disconnect was.
For the record, my sets are BS/Dark/Energy.
Our disconnect was that I guess wasn't clear, when I said I was 50, and all IOed, I meant I have that part of the build where I want it. I have the APP I want, I have my powers slotted such that when exemplaring, I'm not overly huffing from exhaustion, etc. I have all the IOs placed, and power choices (pre-50) made I want. If I were to slot change slotting to gain procs, I'd lose not just end reduction (which is bad enough, since the Cardiac or Vigor only work in 45+ content) I'd lose other elements, too, as I didn't slot any generic IOs. I am glad you pointed out the advantage of tactics over FA, tho. I hadn't noticed yet that Dark doesn't have any confuse protection. I admit that as a result I was sort of assuming that it did. Of course, now I need to decide which I'll see more often, tohit debuffs, or confuses. Since I've seen a fair amount of tohit debuffs already, and not noticed confuses, I think I'm good to keep FA for now, but if I notice at some point too much Confuse, I can make that switch easily.
Also for the record, I have the +End proc in Dark Regen already. Been using that trick for ages, and wouldn't consider not doing it. But yeah, always good to make mention of it, because if someone isn't aware of it, they'll be surprised at how much of a difference maker that one change can be.
So, basically, I guess I'm saying I'm quite happy with the build as it is. I don't have holes to fill in (except perhaps that pesky confuse thing). What would enhance a solid build most. I'm not looking to make a new build and synch my alpha to that, I want to synch my alpha to my build, and get the most out of it. I did build for def, fyi. S/L/E/N are in the 40s, not quite capped. Resistances are all around high, as you'd expect from a dark (except energy, as usual), but nothing close to capped.
I guess nothing really will make a world of difference, just a slight one, so perhaps all that's really important is the level shift.
Anyhow, thanks again for clarifying, I do appreciate the input. -
You *are* kidding, right?
Dark Regen pretty much always fill my green bar to full whenever I use it, and as I said, I seem to have zero endurance issues. I didn't mention it, but I don't have any accuracy issues either, as I have Focused Accuracy, so given that, I don't see that vigor has much to offer (other than the 'green and pretty' thing, whcih while nice, isn't anough on it's own).
If you are serious, I must be missing something. Can you explain why these 2 are you choices, please? -
Looks really good.
I might be tempted to make a few minor changes, but whether you do or not, you'll be very happy with how this alt is shaping up.
I'd slot Revive a tad differently. No need for end reduction on a power that doesn't cost end to use. And I'd take the much cheaper DW Heal/Recharge over the Panacea.
Shifted some slots around, mostly borrowed from burnout. As you had it it's up every 8 and a 1/2 minutes. With one slot, it's ten minutes. Since it's not somethign you'll be relying on every fight, or even every 3rd fight, I figured the extra 90 secs isn't a big deal. The extra slots bought ya some more defense.
I figured you weren't bad off on end, and not sure how effective Dark Consumption is as an attack, so I swapped it for Confront. The perfect zinger set gets more global recharge, and 3.13 more S/L def. And now you don't have to chase every runner.
Took out the Dam/End Multistrike from Shadow Maul and made it the 6th Oblit in Soul Drain. Shadow Maul is still practically at the ED Damage cap, but costs a bit more end (which you can afford). You lose .94 s/l Def that way, but pick up 1.88 s/l def from the 6th Oblit in Soul Drain,and now can add some proc damage to that. Net gain of .94 s/l def and some proccing goodness.
Used a Hami or 2 in a few places. I felt it was a tiny bit better. That's debatable, but...
All in all, tried to keep what you had basically, but just eek a bit more s/l def and recharge.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Kage Senin: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite -- SScrappersS-Rchg/+Crit:50(A), SScrappersS-Acc/Dmg:50(3), SScrappersS-Acc/Dmg/Rchg:50(3), SScrappersS-Acc/Dmg/EndRdx/Rchg:50(5), SScrappersS-Dmg/Rchg:50(5)
Level 1: Fast Healing -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(7), Numna-Heal/Rchg:50(7)
Level 2: Reconstruction -- Dct'dW-Heal:50(A), Dct'dW-Rchg:50(9), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal/EndRdx/Rchg:50(11), Dct'dW-Heal/EndRdx:50(11)
Level 4: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(13), P'Shift-EndMod/Rchg:50(13)
Level 6: Shadow Maul -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/Rchg:50(15), M'Strk-Acc/EndRdx:50(17), M'Strk-Acc/Dmg/EndRdx:50(17), M'Strk-Dmg/EndRdx/Rchg:50(29)
Level 8: Siphon Life -- Nictus-Acc/EndRdx/Heal/HP/Regen:50(A), Nictus-Heal/HP/Regen/Rchg:50(19), KntkC'bat-Acc/Dmg:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), KntkC'bat-Dmg/EndRdx:35(42)
Level 10: Dull Pain -- Panac-Heal:50(A), Panac-Heal/EndRedux:50(23), Panac-EndRdx/Rchg:50(23), Panac-Heal/Rchg:50(25), Panac-Heal/EndRedux/Rchg:50(25)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
Level 14: Super Speed -- Winter-ResSlow:50(A)
Level 16: Integration -- Numna-Heal/EndRdx:50(A), Numna-Heal:50(29), Numna-Heal/EndRdx/Rchg:50(31)
Level 18: Confront -- Zinger-Acc/Rchg:50(A), Zinger-Dam%:50(33), Zinger-Taunt/Rchg/Rng:50(33), Zinger-Taunt/Rchg:50(33), Zinger-Taunt:50(34), Zinger-Taunt/Rng:50(34)
Level 20: Burnout -- RechRdx-I:50(A)
Level 22: Resilience -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(27), S'fstPrt-ResDam/Def+:30(31), GA-3defTpProc:50(31), RctvArm-EndRdx:40(36), RctvArm-ResDam/EndRdx/Rchg:40(36)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/EndRdx/Rchg:35(48), KntkC'bat-Dmg/Rchg:35(48)
Level 26: Soul Drain -- Oblit-Acc/Rchg:50(A), Oblit-%Dam:50(27), Oblit-Dmg:50(36), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(37)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/EndRdx/Rchg:50(39), Dct'dW-Rchg:50(39), Dct'dW-Heal/Rchg:50(39), Dct'dW-Heal:50(40)
Level 30: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam/Rchg:40(43), RctvArm-ResDam:40(43)
Level 32: Midnight Grasp -- Hectmb-Dam%:50(A), Hectmb-Dmg:50(40), Hectmb-Dmg/Rchg:50(40), Hectmb-Acc/Rchg:50(42), Hectmb-Acc/Dmg/Rchg:50(42), T'Death-Dam%:40(46)
Level 35: Dark Blast -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(45), Apoc-Dam%:50(46), Apoc-Dmg/Rchg:50(48)
Level 38: Revive -- Dct'dW-Heal/Rchg:50(A)
Level 41: Shadow Meld -- LkGmblr-Rchg+:50(A), HO:Membr(43)
Level 44: Moment of Glory -- LkGmblr-Rchg+:50(A), LkGmblr-Def/Rchg:50(45)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), HO:Cyto(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 1: Brawl -- Mako-Acc/Dmg:50(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Panac-Heal/+End:50(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A)
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I was planning, and assuming I'd need Cardiac, but, now that I'm 50 and all IOed, I'm running easily on x8 vs pretty much everything but longbow with ease. Blue bar hardly ever moves.
So, given that, go Agility for the Def and Recharge? Resilient for more Res and Taunt? Spiritual for the Recharge and Stun? Musculature for MOAR damage? Or just stick with Cardiac for even more end in the edge cases and the Res as planned? -
Quote:Well, given that, I'd say it's not weighted at all then. So, random is random.My drop rate is also a bit off, tho it does seem to be slowly normalizing.
22 runs (I don't get bored easily)
2 - Acc/Dmg
4 - End/Rech
7 - Acc/Dmg/End
2 - Dmg/End/Rech
3 - Acc/Dmg/End/Rech
4 - proc
It's the A/D/E that's out-of-skew for me ... that's what my first 6 all were. -
Like the previous poster stated, Arakhn will be an AV regardless of your settings. I've never tried to solo a Moonfire, so I don't know how tough she is solo, but many AVs are pretty tough to take out with a single lvl 20-something alt, even loaded for bear with temps, inspirations, etc. If you're a debuffer of some sort, you may have good chance, if you're a tank, it may quite possibly be insurmountable at that level.
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Quote:Well, you'd need fillers to launch it solo, I think minimum size is 6 if I recall correctly, but it might be 5. At lvl 23 the AV at the end might be pretty challenging solo, but if you're careful, the rest should be doable.Thanks for the suggestions, everyone. Moonfire sounds like the best best to do this quickly. I'm guessing soloing her TF isn't recommended.
But, no, I'd not recommend it. It's a fairly fast and fun enough TF that I don't find it's too tough to recruit at least the minimum number, and running it with others will be a lot more time efficient. -
Moonfire is one of my fav TFs, in part because of this. And on a full team of 8, Bullets numbers are pretty close to the mark.
But, if you don't want to do a TF, or can't for some reason, just keep plugging through the Striga story arcs and you should end up being pretty close, as almost all the later Stiga arcs are council. -
I generally trust Arcanaville.
My results look much less random.
10 runs.
9 Dam/End/Recharge
1 Acc/Dam
Not complaining really, as I suspect the triple will be worth a decent amount for sale once the AH feature is fixed. -
Awesome! Gratz!
Everyone that's got their hands on one has been quite happy so far, from what I've heard. -
Oh, I SO wish that would happen. I've been hoping for SO long to get some anti-KB tools, and now that it seems to be happening, I want to use it everywhere.
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Survivability as your primary goal. I fail to see how Stone isn't the first answer. Invul would be my second choice.
The why...
Well, Stone has much better Res numbers than anything, and has a lot of def, and has other tools to help survive, too. And it has no completely weak areas like most sets. It *does* pay for that survivability, in a way no other set does, but it really does get what it paid for. -
Quote:Put it in Bonfire and laugh maniacally. Muahahahahahahahahahahahahahahahahahaha
hahhaha ....er, um, sorry.
I definitely plan to do that right after I get one in Tornado on all my stormies.
Edit: If only it wasn't Unique, I'd SO be running off to make a Fire/Storm troller right now... -
Quote:Ah! Now I see what ya mean totally. Very glad I asked for you to expound, as that's not what I was thinking you meant. Now that I'm on the same page, yes, I'd very much like this sorta thing.Lets take very simple examples just to prove the point. We have missions where we have to kill stuff. We don't really have missions where the primary reward-generating goal is to clear an area of critters, which would open the door to knocking them away, repelling them away, teleporting them away, or killing them. That's focusing on combat without directly focusing on kills. Hero respec partially illustrates the point by making the goal protecting a target, but that's still ultimately a temporary measure to buy time to defeat everything. To a certain extent you can also do this in Keyes, to a point, but that's also very limited.
We get XP, influence, and drops for kills. Every other aspect of combat is a means to an end to generate kills. It can be helpful to debuff, hold, knock, immobilize, or terrorize critters, but rarely are you actually rewarded for it. It would be pretty wild if there was a villain side mission where the goal was to terrorize everyone out of a building. Players with actual terrorize powers would have an advantage, just like players with cold powers have an advantage putting out fires. But in the absence of those powers you could simply start smashing the crap out of the building and its contents to frighten people (I am presuming that for the purposes of this mission terrorize powers would act as desired, and not as they ordinarily do, against civilian targets).
There's lots of potential opportunities, but many of them are hampered by the fact that the current powers system strongly devalues anything other than killing and surviving damage specifically because there are no rewards for doing anything else. A previous thread talked about the SSOCS or the skills system. Why must non-kill focused mechanics be "out of combat?" Why can't endurance drain help players in one way, while fire does so in a different way, to satisfy mission objectives? We can't completely redo how powers work and who has what effects globally, but we can take what players have and try to leverage that beyond killing targets. Maybe endurance drain could knock out a security system in a mission, making it easier. Maybe fire could set the building ablaze, and force all the critters in the building to make for the exit - which you could be standing next to, or you could be stealthing to the objective in the meantime. "Combat" would still be the main mechanism for doing things in the game, but that combat would not always be necessarily focused on kills. -
Quote:On the question of 'force bubble vs repulsion field', the key point I think is that the two powers aren't actually 'two ways to do the same thing', which is a fairly common misconception. They actually serve two related but still different purposes, and in an ideal world I'd take and use both of them. In the world we live in, though, my answer is force bubble, simply because repulsion field has an absolutely *obscene* endurance cost even *before* you start paying extra endurance to KB things with it. If they ever properly balance the power, though, I'll be taking it in addition to force bubble.
As to exactly why and how I think the two powers are different, I'll simply repeat my post from the last time I addressed this topic. The one thing I didn't mention at the time was that, no matter which you actually use, the best way to really leverage them is to get lots of ranged defense though IOs and/or powers like maneuvers, weave, combat jumping, hover, etc. When mobs can't melee you, ranged defense is almost an I win button.
Wow, Muon! Great post... -
Quote:Both are incredibly situational (hopefully that changes whenever the devs get around to reviewing the set). I like Force Bubble more, but honestly hardly use either.
Pretty much this. If Repulsion had more radius, and less brutal end cost, I might easily flip my preferences, though. -
Quote:Sonic conceptually has always driven me crazy.
The Devs thought it was conceptually good to add all sorts of crazy stuff into the blast set and yet Sonic Resonance is sorta vanilla. Yes it can cage and debuff and kb, but those are not every mob kinda powers and it leaves the set bland.
I think it would have been interesting to double up some of the effects in sonic blast into resonance, for instance, an aoe stun to go with the single target one in the blast set.
Wow, yes, an AOE stun seems very appropriate for Sonic Res. I agree with you totally on the vanilla feel of it. Not saying I don't like the set, but that is a problem with it. Not sure if it's easily fixed, though. -
Quote:I think your choice of terminology is bad. Either you don't understand idiomatic speech and like to state the patently obvious, or you are (intentionally or not) playing semantic games here.Anyone else wanna argue that any game doesn't slowly 'die' ?
If you state that something is slowing dying, at least in English to a fluent speaker (and I say this because for all I know in certain languages, there may not be the same idiomatic meanings applied to a literal translation of the 'slowly dying'), it implies quite strongly that the thing in question is close to death. It is not generally taken to mean that the universal rules of entropy haven't specifically suspended with regard to the thing in question.
So, while your statement is technically correct, the same statement applies to literally everything known, so it's a pretty valueless statement if we read it as you claim to have meant it.