MaelwysAlts

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  1. Quote:
    Originally Posted by JuliusSeizure View Post
    Fury is designed to manipulate the Brute's low AT damage modifier, and thus dilutes actual enhanced damage, but not Procs which merely emulate enhanced damage over time. Because of this, 3 and 4 proc slotting on a Brute is often more viable than on a Scrapper.
    I wasn't so sure about the damage percentage tradeoff.

    I thought the sheer amount of Damage Buffs attainable from Fury would dilute the contribution from Procs to such a degree that Scrappers would be better off...

    Fortunately, your post's claims got me interested enough after reading it to run a full power-by-power comparison, for a Brute and a Scrapper at "Base" (100%) damage and "Slotted up and attacking a foe at full tilt" (350% Brute, 214.5% Scrapper):

    Code:
    For a Brute: (350% Damage = 100% Base + 250% From Slotting+Fury@70%+AAO)
    
    Gloom -  73.4 Base Damage, 256.9 Damage @350% - DPA = 194.6
    MG    - 115.1 Base Damage, 402.9 Damage @350% - DPA = 179.5
    Smite -  55.1 Base Damage, 192.9 Damage @350% - DPA = 162.3
    SL    -  81.7 Base Damage, 286.0 Damage @350% - DPA = 135.4
    SP    -  35.0 Base Damage, 122.5 Damage @350% - DPA = 116.0
    
    % of an attack's Damage represented by a Normal Damage Proc (71.75 Dam * 20%):
    
    Gloom -  19.6% (Base)  5.6% (@350%)
    MG    -  12.5% (Base)  3.6% (@350%)
    Smite -  26.0% (Base)  7.4% (@350%)
    SL    -  17.6% (Base)  5.0% (@350%)
    SP    -  41.0% (Base) 11.7% (@350%)
    
    % of an attack's Damage represented by a Purple Damage Proc (107.09 Dam * 33%):
    
    Gloom -  48.6% (Base) 13.9% (@350%)
    MG    -  31.0% (Base)  8.8% (@350%)
    Smite -  64.8% (Base) 18.5% (@350%)
    SL    -  43.7% (Base) 12.5% (@350%)
    SP    - 102.0% (Base) 29.1% (@350%)
    
    ---------------------------------------------------------------------
    
    For a Scrapper: (214.5% Damage = 100% Base + 114.5% From Slotting+AAO)
    Damage from Crits is averaged in.
    
    MG    - 189.9 Base Damage, 407.0 Damage @214.5% - DPA = 181.3
    Smite -  90.8 Base Damage, 194.7 Damage @214.5% - DPA = 163.8
    SL    - 134.9 Base Damage, 289.0 Damage @214.5% - DPA = 136.8
    SP    -  57.8 Base Damage, 123.9 Damage @214.5% - DPA = 117.3
    
    % of an attack's Damage represented by a Normal Damage Proc (71.75 Dam * 20%):
    
    MG    -  7.6% (Base)  3.5% (@214.5%)
    Smite - 15.8% (Base)  7.4% (@214.5%)
    SL    - 10.6% (Base)  5.0% (@214.5%)
    SP    - 24.8% (Base) 11.6% (@214.5%)
    
    % of an attack's Damage represented by a Purple Damage Proc (107.09 Dam * 33%):
    
    MG    - 18.8% (Base)  8.8% (@214.5%)
    Smite - 39.3% (Base) 18.3% (@214.5%)
    SL    - 26.5% (Base) 12.4% (@214.5%)
    SP    - 61.8% (Base) 28.8% (@214.5%)
    The results surprised me: Once Fury is built up, Damage Procs bring almost exactly the same benefit to both a DM/Shield Scrapper and Brute.

    Leaving aside Gloom (as Scrappers can't get it) the difference is negligible.

    It also shows that the Scrapper very slightly edges out the Brute in terms of attack damage numbers when slotted up and attacking a foe at "full tilt". And that Gloom is by far the best DPA attack a Brute can grab. Neither of which should be too surprising.

    You can multiply the "Base" values to attain results at other levels of Fury. I used 70% as an attainable baseline, but running at lower levels of Fury would obviously favour Procs.

    Note that AAO wasn't saturated, I assumed only one foe in range (Partially for the "fighting one tough foe" standard and partially so that the level of Damage Buff granted would be within the range of set bonuses for other secondaries). Saturating AAO would add a large Damage Buff to both ATs and tip the Proc % balance in favour of Brutes.

    Enhancement-for-Enhancement then, adding a Proc will make roughly the same amount of impact on damage output for both a Brute and a Scrapper. But since losing a small amount of Damage enhancement from slotting would make little difference to a Fury-buffed Brute, you're correct in saying that if you're going to trade some Damage Enhancement for more Procs, do it on a Brute.
  2. Quote:
    Originally Posted by Nihilii View Post
    Gloom Shadow Punch Smite Siphon Life Smite will do more damage for about the same recharge.
    True - (Doh. When I removed MG it broke the calculation in my attack chain planner for single instance repeaters...)

    It seems the above would require 285% Recharge in Smite, 217% in Gloom, 211% in SL and 52% in Shadow Punch. For a total of 43.73 DPA, at the expense of a bit more recharge.

    All three non-MG chains are fairly close actually, region of 5-6 DPS difference when slotted plus Fury. Enhancements and Buffs are really going to be the deciding factor. Using Shadow Punch twice in the one chain loaded up with Procs might even tip the balance in favour of the chain with the least raw DPS. Really depends on slotting.
  3. Quote:
    Originally Posted by StormDevil View Post
    Please refer to my first post in re: Midnight Grasp.
    The top chain in DM for Brutes is [Gloom - Smite - MG - SL] at 47.4 DPA
    The second best chain is [Smite - MG - Smite - SL] at 45.61 DPA

    The DPA values are for unslotted attacks at level 50, with no fury or other damage buffs.

    Without MG; your best attack chain is going to be [Gloom - Smite - Siphon Life - Shadow Punch] at 43.2 DPA. You'll need 276% recharge in Gloom and 281% in Siphon Life (and 134% in Smite and 65% in Shadow Punch). You can get about 195% of this with base recharge + attack slotting. The remaining 86% Global Recharge is attainable without using Hasten, but it'll be very expensive. If you go for this chain, you can spare a slot for Damage Procs in both Smite and Shadow Punch.

    The second-best chain without MG is [Gloom - Shadow Punch - Smite - Siphon Life - ShadowPunch - Smite] for 42.34 DPA. This requires 253% Recharge in Smite (and 182% in Gloom, 173% in SL and 120% in Shadow Punch) so about 64% from Global Recharge. If you go for this chain, putting procs into ShadowPunch (especially the Hecatomb Purple Proc) will raise your DPA a fair bit... but you'll likely not be able to afford giving up a slot in Smite for a Proc.
  4. Quote:
    Originally Posted by LovelyLarose View Post
    Definitely Sonic.

    I was looking for info so I could respec my Sonic/Psi Defender here, with no luck.

    Any info in particular?

    I just recently got done respeccing most of my level 50 toons for i19, amongst those are two Sonic/Elecs (one's a Defender, the other's a Blaster! ) The Defender was my 3rd heroside toon to hit level 50, and has seen his fair share of TFs/MoTFs/Hami Raids etc. even on one of the backwater European Servers.

    Due to Inherent Fitness I've managed to work Vengence and Resuscitate back into the build, and take "Thunderous Blast" for the first time ever. I'm finding the alpha slot a lot of fun. Liquefy and Sonic Cage are both incredibly under-rated.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Even with a DM user who spams HT is lags behind the other two simply because it has the worst duration/recharge ratio and is impossible to make permanent. Of the four sets with high -regen the ratios are:

    Traps: 40d/90r
    Radiation: 30d/90r
    Cold: 30d/120r
    Dark: 30d/180r

    Traps is the best on paper since it's very easy to make permanent and it provides twice the debuff of the others. In practice it has some issues, primarily you need to move into melee range to drop the trap and you need to keep the AV reasonably stationary to get the full duration (the actual debuff lasts 10 seconds so you need to keep the AV in the cloud to reapply it).
    I realise you're replying to a post about MM sets, but don't forget "Drain Psyche".

    In theory the Dominator Version can be even better than Poison Trap, as the -regen on it is enhanceable (500% base so can get to ~1000% with slotting, higher with Alpha Slot or set bonuses).

    It suffers from the same melee-only weakness as Poison Trap though, and needs capped recharge to get it perma... but you don't need the target to remain stationary and it floors their recovery as well as their regen. Never mind giving you a heck of a boost to both regen/recovery...
  6. You CAN fit an external graphics card to virtually any modern laptop, but it's expensive and there's currently only one route you can take to fit it unless you have one of a very few select brands that offer a manufacturer-provided upgrade solution (Acer Dynavid Graphics Dock, Amilo GraphicsBooster, etc).

    You'd need to buy a Netstor NA220A External PCI-E Card Dock, and connect it up to your laptop's ExpressCard slot. THEN you'd need to buy a PCI-E graphics card to put in it. The Dock alone will set you back about £300-£350, so realistically you'd probably be better off buying a new (desktop) system.
  7. Quote:
    Originally Posted by StrykerX View Post
    Or Demons. Demons work very well with the current AI since they are quite handy in melee.
    Seriously, don't even call it AI.

    It might be artificial, but there's zero Intelligence there.
  8. Quote:
    Originally Posted by all_hell View Post
    increasing from 15.5% to 33%

    Though most other categories merely go from 27% to 33.3%.
    I suspect that the 27% + the greater regen is better than the 33.3 and the lesser regen. But the question is whether than loss is outweighed by the benefit in S/L.
    If you managing to raise not only S/L but other typed defence categories to over 32.5% then definitely go for that option. By itself 33% is pretty good mitigation, but it's less than one small purple inspiration away from the defence cap. Carry a tray half full of small luck insps (+12.5%) for emergencies and you'll find very little in PVE is able to fase you.
  9. Quote:
    Originally Posted by Desmodos View Post
    530.7 (Reported RAM Frequency Value) * 3 (Triple channel memory) = 1592.1 Mhz "total"

    This is certainly within the error range for what you'd expect to see for DDR3 memory set to run at 1600Mhz, the "high end" of DDR3. It's not unheard of to come across a bad crop of RAM chips that don't quite run stable at their advertised timings when under heavy use.

    Like I said, back your RAM setting down to 1333Mhz in your system BIOS and see if it makes any difference to your stability in-game. If it does, you've found your culprit. If it doesn't, at least it's something else you can rule out.
  10. "Downloaded and installed OpenGL 4 from nVidia website."

    I've never needed to update OpenGL, the default Nvidia Drivers + CoH itself have always worked for me... in fact I recently reimaged my own PC with a base image of Windows - and after installing the standard Nvidia drivers and after copying over my Coh folder and forcing a re-checksum, CoH worked out of the box for a good 8 hours straight. My GPU is a bit older though - I'm running with a 280.

    Only other thing I can think of is that CoH is very CPU and memory intensive. I've had issues with it overstressing what I'd thought was rock-solid memory in the past. It could be that your RAM timings are set a wee bit too high. Have you tried setting them lower (or even on the dreaded "Autodetect") in your BIOS and seeing if that solves it?

    Also: Any chance you could post a Hijackthis log? Just in case some kind of strange app/service is running in the background and is affecting stuff...?
  11. Jeepers! It's ALIVE!!!!

    (4.5 year old Necropost? Yipes...)
  12. Quote:
    Originally Posted by Elimist View Post
    Here's a build I made. I'm working on 183 global recharge and capped smashing lethal. I've seen it done using these exact power choices. I just don't know which sets he used. So his is what I came up with. 167 recharge, capped to s/l. I'm short some recharge, and I needed a PVP proc to cap s/l. If I can get away with not using the proc, and I can get more recharge, it'd really be helpful.
    Try this.

    175% Global Recharge and S/L Softcapped without using the PVP Proc.
    There's even a spare slot in Combat Jumping (the Def/End)

    Naturally though you can squeeze some more recharge out of it by using the Proc.
  13. Quote:
    Originally Posted by Outback View Post
    This is my future final build for Guardstone. The powers aren't in the exact correct order, but they're all there at least.

    Final Running Speed: (With Granite Armor and nothing else)
    30 mph
    Not exactly how I'd build it, but you did say you were going solely for RunSpeed and not overall performance (or even survivability - 63% Res on a Granite? Owch!)

    I make it 30.2 mph, using that same build with the slotting re-jigged slightly and swapping Aid Other for Stone Skin.

    As an added bonus, it now has 90% S/L Resists, is softcapped to S/L/E/N defence, has considerably better Regeneration and Recovery and the attacks are generally better slotted. I ignored recharge set bonuses as since you didn't take Hasten in the first build I assumed recharge times are largely unimportant to you.

    Still not how I'd go about building a Stone Tanker, but it'd be pretty nippy!!
  14. Quote:
    Originally Posted by Outback View Post
    G'Day mates, Outback here! Just wanted to pose a question, maybe state a comment, the like.

    Now, my first character I ever created, back when I downloaded the trial account, was/is a stone/stone tank, Guardstone. I LOVE him. However, he isn't the best stone tank around. But for me, that's not the point. I have IOed him (and still am, almost done the final build) to be as FAST as possible. Not the best, just the fastest. I'm curious on how fast you can make a stone tank.

    Right now, Guardstone's run speed with Granite Armor active, no other powers (like Rooted) or buffs or anything, is: 20.21 mph.

    I still have yet to add a few Aegis to him, since two of them give a +5% run speed if I remember correctly, and I can add them to a few powers. However, I'm curious if anyone else can do better. I'll post my build when I get back to my home computer, but consider this a challenge! Who can be the fastest stone tank?
    I put my i19 Stone/Elec build together aiming at high Survivability outside of Granite, and high Global Recharge, with +Runspeed as a secondary consideration... but Mids shows it hitting 22.5 mph with 3-slotted Swift and Granite running, or 32.5 mph without Granite on.

    Aegis, Gaussian's and Performance Shifters all give a +5% bonus for very minimal slotting, but five "Gift of the Ancients: +Runspeed"s will bring you most of the way on their own. Though I'd be very surprised if anyone managed to push over 25 mph without severe negative impact on the rest of their build. Tradition holds that the TP pool along with a decent set of binds is really the best way to go if you want a mobile Stoner.
  15. Quote:
    Originally Posted by Carnifax_NA View Post
    Thugs/Thermal might be a nice alternative. Decent AOE but mostly ranged henchies with smaller, quieter models. Only downside might be the sporadic knockback of the pistols (and the lack of extra -resistance attacks in the MM attacks). Bruiser would benefit from Grant Cover and add to Phalanx Fighting without overly cluttering up the Scrappers screen.
    True that.

    I've been playing a Demon/FF recently and the darn ugly things just don't shaddup.

    Sadly Pet AI is currently borked meaning Thugs (and other ranged sets like Bots, Mercs, etc) all tend to run into Melee no matter what you do.

    I had thought that (assuming AI is functioning properly) Bots might be a nice alternative, as they're good at AoE and bring some extra -Regen to the table... but then you've all that Knockback to consider until you can grab a Patron Immobilise. Thugs are a pretty nice balance between ST and AoE, Melee and Ranged, but a large part of thugs' AoE damage is inflicted by a -2 minion pet which IIRC doesn't scale very well against higher level foes due to the purple patch. Demons inflict no knockback and do good all-round spike damage and have good resistances to stack with Thermal Shields. If only they'd be cuter and quieter... >.<

    Of course, you could eliminate the AI component and just go Troller or Corr instead for Hotfeety or Firebally Goodness. Means a bit more button mashing though.
  16. Quote:
    Originally Posted by Umbral View Post
    This is true, but it's not due to some inherent flaw in MG, but rather the low comparative DPA of Siphon Life. From a sheer numerical perspective, Smite isn't the best attack in a top tier DM attack string, no matter how you slot it. MG is. Smite is an excellent attack, but it's not better than MG (not that it should be, considering the low slotting requirements and early availability).
    Only when you take the slotting potential of MG and Smite, given the recharge constraints of a top-end build, to be identical.

    Consider, for example, the following:

    Smite slotted with the Purple Melee Proc, the Mako's Bite Lethal Proc and the Cloud Senses Damage Proc, for example. Plus a Hecatomb Acc/Dam/Rech, a Hecatomb Dam and a Mako's Bite Acc/Dam/End/Rech to make it up to 98% Dam/45% Acc/45% Rech.

    MG slotted with the Mako's Bite Damage Proc, Plus Mako's Bite Acc/Dam/End/Rech, Mako's Bite Dam/End, Mako's Bite Dam/Rech, Crushing Impact Dam/Rech and Midnight Grasp Acc/Immob/Rech to make it up to 98% Dam/45% Acc/98% Rech.

    The Smite-MG-Smite-SL chain requires 335% Total Recharge (-194% in the above case from Base/Slotting = 141% further from Hasten/Set Bonuses) to make MG fit into the chain, and 235% Recharge (-145% in the above case from Base/Slotting = 90% further from Hasten/Set Bonuses) to make Smite fit the chain. So even if you slot MG up fully for recharge and slot Smite up fully for procs, the bottleneck in the build is still MG.

    I make the average DPA for the above to be 189 DPA (MG) and 219 DPA (Smite). Removing the Makos Proc and using the full set of Hecatomb in Smite plus the Cloud Senses Proc (to give more Global Recharge at the expense of DPS) lowers the DPA of Smite to 209 DPA.

    Basically, If you take the two attacks on their own merit, outside of any constraints of attack chains, then yes: MG wins. However Smite has far, far more leeway for Procs and other "interesting slotting" than MG when considering the constraints of a top-end build running the standard Smite-MG-Smite-SL chain. If you take advantage of that leeway, then Smite definitely pushes above MG in terms of DPA.
  17. Quote:
    Originally Posted by Shred_Monkey View Post
    I vote for a 2nd scrapper... I don't see any buffers/debuffers able to double the damage output of a team. If it was a bigger team, the buffs/debfuffs would multiply out to more then 1 scrapper, but in a duo... 2 scrappers is going to be hard to beat.
    Fire/Thermal Corr (or Controller) or Demons/Thermal Mastermind.

    Scrapper AoE DPS isn't particularly sky high over time. Even on a Fire/. When combined with the damage from their primary, a second toon stacking Thermal Buffs on the Scrapper will beat out a second Scrapper in terms of damage as well as buff their survivability considerably versus enemies with major +ToHit such as Rularuu, Nemesis, DE and the new Preatorians.

    As a bonus, you could take on AVs (faster) and GMs due to all Thermal's -Resistance and -Regen.

    Personally, I'd probably go for the MM for "Easy Mode" - it'll also leave more power slots free for the support toon to take Leadership powers, which would transfer across to the Scrapper as well as the MM pets. And you'd gain extra -resistance debuffs from the whip attacks.
  18. Quote:
    Originally Posted by Umbral View Post
    It's not apt to state, however, that Smite has better DPA that either MG or Siphon, since, once you actually factor in +dam enhancement, MG still maintains an obvious advantage.
    To be fair, Shred didn't say Smite had better DPA than either MG or SL.
    He said (Smite + a Purple Proc) had better DPA than MG or SL (which I took to mean "MG or SL without a Proc").

    Since the Melee Damage Purple Proc is unique, you can pick only one attack to slot it into. Are you going to pick an attack that you fire off once per chain, or an attack that you fire off twice per chain? Especially considering that Smite's comparatively low recharge needs (6 seconds, needs to be 2.112 meaning 235% Global Recharge) mean you can slot it with a SECOND damage proc. By comparison; SL can also skimp on extra recharge, but works best with extra healing enhancement (10 secs, needs 217% Global Recharge) but MG definitely needs all the recharge it can get (15 seconds, needs 335% Global Recharge).

    Besides, using Base damage values:
    Smite + MG + Smite + SL is
    (90.8 + 189.9 + 90.8 + 134.9)/(1.188 + 2.244 + 1.188 + 2.112) = 75.22 DPA
    MG + SL (if you could get it) is
    (189.9 + 134.9)/(2.244 + 2.112) = 74.56 DPA

    So even WITHOUT factoring in Procs, Shred is correct when he says "even if you could run MG+SL as a full chain, you'd do more damage per second with MG+Smite+SL+Smite".
  19. Am I correct in thinking this is for a Empathy/Arch?

    In that case you probably want something that doesn't cause a lot of redraw (Psychic Mastery's biggest selling point is probably not the Psi Shield but Dominate - it's very good DPS on par or better than most Tier 2 blasts, but will cause redraw for an Archer)

    Honestly, as an Empath I'd switch sides in order to pick up a Patron Pool. You've got a wide variety of Buffs that will work very well on a Pet. And as you're likely to be pushing for +Recharge to get your Auras and Adrenaline Boost up sooner anyway, the aforementioned Pet should have a low downtime.

    Soul Mastery looks the best pick out of the lot.

    Resistance based Shield - S/L resists will stack with Tough - Toxic Resists which will help you versus many endgame mobs- such as Arachnoids, Arachnos and Hydra. Dark Resists even help versus certain other stuff like the old Preatorian Shadow mobs. There is no typed Toxic Defence in the game... and certain Toxic attacks have no Positional Component, meaning there is no defence that works against them at all - but they'll still get mitigated via resistance.

    Soul Drain - Very large self-damage-boost for stacking with Rain of Arrows. Downtime gets lowered with +Recharge, which as an Empath you'll likely be building for anyway.

    Power Boost - Will make your Fortitude and Heals much more powerful. Downtime lowered with +Recharge. Is up far more often than Power Mastery's "Power Build Up" (since it doesn't also boost your Damage/ToHit).

    Summon Fortuna - Fortuna is one of the highest damage patron pets. Being ranged rather then Melee, it's usually fairly well behaved. It's fairly fragile but gets mez protection and 5% Defence to everything - which will stack with your Fortitude/Maneuvers (One Power Boosted Fortitude alone will put it to just over 43% Defence to everything) and it even has some Psi resists. Downtime lowered with +Recharge.

    Soul Storm is the obvious skippable one. Archery already has Stunning Arrow.
  20. Quote:
    Originally Posted by Smiling_Joe View Post
    If he uses the respec bug to pre-slot dwarf and nova (and I recommend this heartily) this isn't necessarily true.
    It shouldn't be true regardless of the respec bug.

    When factoring in exemplaring, the game doesn't give two figs what level you're at when you place additional enhancement slots in your powers. It cares only about the type and level of the enhancements you've placed in those slots. PVP and Purple IOs get their set bonuses right the way down, but diminished returns for the % values of the enhancements themselves start to kick in once you exemplar below level 32.

    http://wiki.cohtitan.com/wiki/Exempl...n_Enhancements
  21. Quote:
    Originally Posted by Everfree_Fire View Post
    Serious question, would the generic Endred IO be better than the +def/+to-hit/+endred Hami-o?
    If you can afford it, Definitely grab the HO.
    Go with an Enzyme rather than a Cyto, for higher +Defence.

    Protector Bots only need about one SOs worth of Endred to never run dry.
  22. Quote:
    Originally Posted by Everfree_Fire View Post
    My only real regrets for this build is the lack of Aid Self and the fact that the PvP +Def IO is so bloody expensive. If I could snag that one, I'd softcap Psionic, too, and then not have to worry about much at all.

    I like switching the six-slot Immob to Electric Fences, because now I can have fun proc'ing Web'nade.
    If you want to softcap Psi Defence, just change the IOs in Tough and your Epic Shield to three Impervium Armors. I honestly wouldn't bother though. Positional Defence only doesn't apply to a few Psi attacks that're exceedingly rare in PVE.
  23. I'm a bit curious here: are you purposely ignoring the Protector Bot Bubble?

    Currently I make that build a little over 57% Melee Defence and 51% to Ranged and AoE. You can actually drop Tough (Moving the Reactive Armors to the Epic Shield so it's Res, Res/End, Res/End/Rech, Steadfast) and Weave and still be softcapped to Melee, and just 0.3% under softcap for Ranged/AoE. A bit more defence than 45% can be useful to have as a buffer to counter defence debuffs - but as /Traps doesn't get any Defence Debuff resistance you'll probably not notice any difference between 45% and 57%... so once you get debuffed, you're relying on BG mode and Damage Resistance. And the -Rech from Webnade and Poison Trap. And the -Damage from Seeker Drones And the +regen from Triage beacon. And Aid Self. Is it any wonder /Traps is the premier Tankermind set?

    Personally I'm a big fan of Aid Other on MMs. Repair is pants, frankly. MMs don't get particularly bothered by Endurance Drains and Bot henchmen are light on Endurance consumption anyway (exception of Protector Bots Post-32, and even then one Endred is all they need), I've never found a use for it that either Triage Beacon or Aid Other can't handle. Triage is particualrly helpful when you're Tankerminding or debuffed/standing in Caltrops and can't fire off Aid Other due to being interrupted.

    Some people also swear by Hasten for /Traps, in order to get the deployables up sooner. But again, I've found that I've not really missed it as long as I manage to accumulate enough Global Recharge to give me Perma Triage (90 secs) and Poison Trap (40 secs) and double-stacked Acid Mortar (80 sec debuff, recharges in 40).

    The below is my Bot/Traps' i19 build. A tad expensive but Softcapped to everything. The emptys in TP are for 3-slotting Stamina and sticking the Numina/Miracle Procs in Health.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Medicine
    Power Pool: Teleportation
    Power Pool: Leadership
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(7), BldM'dt-Acc(7), BldM'dt-Dmg(31)
    Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(34), Enf'dOp-Immob/Rng(39), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(46)
    Level 2: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(11)
    Level 4: Triage Beacon -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(5), Mrcl-Heal/Rchg(5), H'zdH-Heal/Rchg(31)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/EndRdx/Rchg(9)
    Level 10: Recall Friend -- Zephyr-ResKB(A)
    Level 12: Protector Bots -- HO:Nucle(A), HO:Nucle(13), HO:Nucle(13), HO:Cyto(15), HO:Cyto(15), DefBuff-I(25)
    Level 14: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Empty(43), Empty(43), Empty(43)
    Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(17), DefBuff-I(17)
    Level 18: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(19), Numna-Heal/EndRdx/Rchg(19)
    Level 20: Poison Trap -- Lock-Acc/Hold(A), Lock-Acc/Rchg(21), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(34)
    Level 22: Acid Mortar -- AnWeak-Acc/Rchg/EndRdx(A), AnWeak-Acc/Rchg(23), Ragnrk-Acc/Rchg(23), Achilles-ResDeb%(25)
    Level 24: Teleport Foe -- Acc-I(A)
    Level 26: Assault Bot -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(27), HO:Nucle(27), EdctM'r-PetDef(33), SvgnRt-PetResDam(33)
    Level 28: Assault -- EndRdx-I(A), EndRdx-I(29)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(40), GSFC-Build%(46)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), HO:Enzym(39)
    Level 41: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), S'fstPrt-ResDam/Def+(42)
    Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
    Level 47: Seeker Drones -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(48), Amaze-ToHitDeb%(50)
    Level 49: Challenge -- Acc-I(A), Acc-I(50), Taunt-I(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Supremacy
    Level 1: Ninja Run
  24. MaelwysAlts

    Warshade Vs GM

    A Warshade can technically take on an AV (caveat: one with no Negative Energy resistances) but not a GM.

    You don't need a great deal of damage output to take on an AV - technically anything over 95 DPS will counter an AV's regeneration. Providing you can keep a few minions around to keep your Eclipse and Mire fuelled, it's perfectly doable for a Warshade.

    GMs need a LOT more damage to counter their regen. I don't have the exact numbers to hand, but it's well over 300 DPS at level 50.
  25. Unfortunately the devs are really hesitant to change power ordering around.
    And equally hesitant to change the main function/theme of a power (The "Cottage Rule")

    I'm agreed with the OP. Pulsar should really be Mag 3.

    On top of that, I'd like to see Solar Flare be made Knockdown by default (slottable to knockback) so it would get more love in team play, and Photon Seekers' base recharge time reduced by at least a third. A Slight Base Damage buff on the Human form attacks wouldn't go amiss either... Peacebringers currently are very survivable, but about as damaging as a well-built Defender (at least outside of Nova Form, and Warshade Nova is simply far better than PB Nova due to their Non-Kamikaze Pets and Long-Duration Mire/Eclipse buffs). Human form PBs get really slow and powerful LOOKING attacks, but in the age of IOs they're considerably under par on actual damage output.

    But what I'd really, really like for Kheldians... More than anything else... is for the Dwarf "Antagonise" ST Taunt to be made Autohit in PvE.