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I don't know if they would be the best, but I'd probably mix either claws or kin with /EA. They seem to fit thematically, and as awesome as SS is, I can't seem to play a brute with it for very long. No clue why
Kinda sad, I have one with a hilarious concept, but he sits shelved, waiting for a powerset combo.
Elec might be interesting, but I haven't tried it. -
Yes, thank you.
Quote:This is true, but I'm typically not soloing, if I can help it. I much prefer group play (especially with my SG). And unless someone in the group turns up the difficulty, I'm usually always playing at default (+0/x1 I believe?).
Quote:Really? Whenever I'm fighting even level enemies, the knockback has ALWAYS been surprisingly consistent. It's possible that's because I don't play on a higher difficulty, but I've never noticed a lack of knockback.
Quote:True, but then since I don't have either Phoenix or Soul Transfer, wouldn't a self-rez be a better option than relaying on a stack of Awakens?
Quote:About the only thing I find reason to question with in this last section is Physical Perfection. That I'm aware there's no upper cap on Regen and Recovery, yes? If that's the case, then wouldn't having Perfection be a better choice than what's already in the Body Mastery Pool already? I mean, at this point The only choices I have are Energy Torrent and Eye Beams. -
Quote:Thank you for the coding breakdown. I had the basic idea, but see below for why I wanted to comment on this thread post live.It's worth noting that the Rain powers and others like them are pseudopet powers. They themselves activate a damage aura, so damage auras and rain powers and the like are indellibly linked, they work of the same tech, so unless the game were re-coded (which is silly for this minor of an issue) both will have to be affected at once. Also, every other proc obeys the 10 second rule. It has nothing to do with them "needing a little more" it's the fact that interface's stated power 'goal' is to behave as those you had a global proc in each of your damage powers. That's exactly what it does (not counting the 1 target bug that will be fixed). So by that logic, it should obey the rules of every other proc, it's just a global proc.
Quote:You *will* settle for the "lousy 10s thing" because that's how procs work, that's just how it is.
Quote:Sure, it's unacceptable, but it's more unacceptable for the rest of us to sit and watch the fire rain guys slaughter an entire spawn, and clean up while the bug stays in place. This is the lesser of two evils.
We'll agree to disagree on which evil was lesser. I'd rather have something patched once and be done than sit through another round of broken.
Quote:That logic is rediculous. It's a strawman at best. My Inv/SS tank was planning on taking the reactive -Res debuff since before Interface was released, she still plans on doing it, and neither the previou state nor the current "fix" changes that. For the majority of us not using the affected powers, life goes on, and nothing changes.
Why not make the other ones better, although perhaps that's just a separate issue.
Quote:That's not an issue. That's like saying "I can't maximize the damage of foot stomp unless I put 3 damages in it, but if I do that I can only put so many accuracies/recharges/endurance reducers in it." It's simply a playstyle choice. if damage matters that much to you, you'll slot the alpha for damage, that's pretty much common sense. It's what I did with my tank, because out of all the things she has, her damage is her weakest point. That's not the same as an issue with a bug, that's just a play choice, games are full of those. -
Quote:This has been my point the entire time. Rains were rediculously OP, and now that the "Broken Fix" has gone live, the some of us get to be punished because one tiny subset of powers were insanely OP.Yes, actually, it did break the game for me. Reactive Rains turned pretty much all other offensive build considerations into a joke. I like to tune builds. Overnight, my lowest-offense character was suddenly the highest-offense character, and the characters who didn't have access to Rains were irrelevant. Your argument might have a little more weight behind it if Reactive Interface were equally strong on characters who don't have rains, but it wasn't even close.
No one was standing around with a damage aura going and wiping out +4 spawns in seconds - not even with 2 auras could I approach that level of damage from Interface as it originally worked. Was I getting too much out of them? Sure, but seriously, would it have been so bad if it were an 8 sec timer? Or 6? 2 or 4 would probably still be OP. But a faster tick timer would be good for the ones that don't have a damage component also. I know they are numerically "better" than IO procs - but why *shouldn't* they be?
Quote:Hey all,
Interface procs should have been obeying the standard 10 second per proc in toggle/auto/location power rules from the start. The fact that they weren't was the result of a bug which we are addressing with this patch. Any information I or anyone else at Paragon may have given to the contrary in the past was in error: The intention is that Interface procs behave as close to "having a proc IO slotted in all powers" as possible, and we are making these and the future changes to better achieve that intent.
The issue that rain powers are now only hitting 1 target per 10 seconds is a side-effect of the fix which we will be addressing in a future build. Rain powers should have chance to hit all targets with the proc (but only one "round" of application per 10 seconds across all powers of this category).
Your bud in the Incarnate-powered armor,
Black Scorpion
I would have settled for the lousy 10s thing; even though I personally don't see the harm in compromising and giving Interface a better proc rate than invention procs - but whatever. It would have made ALL interface choices more desirable. But no.
10secs it is, okay, fine. Grudging acceptance here. The 1 target bug is just unacceptable though.
The problem is that, if anything, it makes the rest of Interface even LESS desirable for any character that is damage oriented. Why bother with a trivial debuff when there is damage to be had? I STILL can't think of any reason why I would take any of the other ones on any characters I would play through to 50. I guess it's just the irony. In trying to make Reactive less powerful and the other interface powers more desirable; you have achieved the former, and the opposite of the latter.
Which is just ... sad ... The rest of Interface needs some love.
So my only question is this:
When can we expect a fix?
Edit:
I did want ask a question to those concerned over "fairness" in power choices - do you consider it unfair that the only way to buff Judgement damage is to carry Musculature? This effectively locks you into your Alpha choice if you are overly concerned about such things. -
Hi!
I've been hunting around for something to do with /regen since I resubbed a while back, and as much as I love the sword sets, the redraw made me batty. I'm weird like that.
Coincidentially, I've been wanting to do something with km/ as well, so here is my attempt at a build for that. I'd feel better about it if I was using positional defense, or at least had a higher number for s/l and n/e since I've decided to go typed, at least in this iteration. I might make another go at a positional def build just for kicks.
I wound up with less +dmg that I wanted and probably more +regen from sets than I need, but I was sort of focused on defense and recharge.
Spiritual Core is a certainty, so may as well toggle that baby on. I'll admit to being reinspired by the brilliance in Werner's regen thread, so probably doing the MoG/SM/Rebirth "cycle" as needed. Seems like I got decent recharge in those?
I'm intriqued by the idea of -dmg from paralytic, but I am not convinced it would be better than adding damage from reactive. Any thoughts?
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Quick Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), FrcFbk-Rechg%(42), Hectmb-Dam%(42)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A)
Level 2: Reconstruction -- S'fstPrt-ResDam/Def+(A), Mrcl-EndRdx/Rchg(17), Mrcl-Heal(36), Mrcl-Heal/Rchg(46), Mrcl-Heal/EndRdx/Rchg(50)
Level 4: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Amaze-Acc/Rchg(43), Amaze-ToHitDeb%(43)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(13)
Level 8: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), HO:Nucle(45)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx(17)
Level 12: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(36), Rec'dRet-Pcptn(36), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Build%(37)
Level 14: Hasten -- RechRdx-I(A)
Level 16: Integration -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(40), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(42)
Level 18: Burst -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Dmg/Rchg(19), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Acc/Rchg(34)
Level 20: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-EndRdx(25)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31), LkGmblr-Def/Rchg(43)
Level 26: Resilience -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(46), Dct'dW-Rchg(48)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(46)
Level 35: Super Speed -- Winter-ResSlow(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39)
Level 41: Dark Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 44: Shadow Meld -- LkGmblr-Rchg+(A), RechRdx-I(45)
Level 47: Tactics -- HO:Cyto(A), HO:Cyto(48), HO:Cyto(48)
Level 49: Quick Recovery -- P'Shift-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Void Radial Final Judgement
Level 50: Paralytic Radial Flawless Interface
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
Code:I suppose one thing I could do is collect A-merits for the other +3 def IO and drop a slot from tactics to fit it in. I'd never do it all in a singular run, so I would probably leave that slot empty for a long time if I went that route.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1462;704;1408;HEX;| |78DA6594DB6E12511486F7C0505A7A02819E292DF4C0B925EA9D8931F65CB0B424C| |6431447BA6D27C581C034D13B6F7C062FD4444D34F1697C0C2FB4EAA577B858FF86| |4E8404BEC5BFD7FED7DA6B33145F6C8C08F1EAA6D0C66ED78C56AB52AE368D46433| |6078BE7B6619B754B78851091AE5C29CA9A94B97DD392B659ADDCB26DA37A76B9BA| |219F49AB257347F2445AB2C906815DEB5436A565E7BAC148A95EAFE50AD26898D68| |98FBF941B521E8F72B8659E9CDAB430DECD3A96CDD6A9D998DE6C98D55CD9366A67| |54A95C3FAF558A46CB96CD9753D46186DEF702F4A1D15BB43DA2448809D72170C4D| |0CB8CE46B971079914C3336BCBD5D42DCD53AD2A65729A2AD6B931445847F8BB02A| |E2BB8CEC3623BFC3B84F75DD48F7B8515747DD01D41D40DD54910BA60E181354C48| |3BA2E4F98EBFA428C113FE301D97A55175ED80EC27610B63ED8666E1074B7D8A6E4| |2118EA4325381D30C6EE0045867F9FF190EC8755D7C36FA9A5A088BF03DE33963E7| |39F4B5F80AF8C18151955D31A4D8B8EB443D23824F738E6B3BA09604C498CE93115| |0CA882810B5767AA577E023F188B35F65B7C0ED4199AB7D30BDC839842085308610| |A5398829BF2C2AA8B708C0B4ECC038B8CA93843A7BC49953789B1CF61ECF3187B2A| |C0D8A5BC6995370DBF19F8CD441973B0DDA3BC5975AA594C76A50060DCAB187E165| |7B1868B09D0AE88BAFC48D8597E1ECD3CA14945956D14C75EC0B11770EC0575F909| |BE966C921127DB98BA9DD8ACBB2315485A8691B68C4A2BB8B7EFB49EC08A2BF181A| |5FC47E013E32FFD35A4D5D634B666B03548A639D57EEE3A7E7E6BFF718B72D6552F| |EB6FB8BD395DA8173D6A6D7A89A8DE7BF8DAA9BED5F53E25DFA75CED53AEF529853| |EA5A4F79E70A1B132E4EF3DC4ED0B1FADAAD6B52C9FF8B753DAE39BFFE594129CF5| |C729E1CC251F5765DF478ED870C44F1D7126D4D985F85BF0323E74C4FF004005E8D| |7| |-------------------------------------------------------------------|
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It helps if you post the data chunk. A lot of us have the mids issue where it wants to be updated every time we open it (too lazy to fix it), and that breaks the links.
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Me. To an extent since I don't rock the coin to just buy everything I want, but I certainly buy crafted io's when I'm looking to do several things at once, or just pop a couple pieces while I am levling.
Quote:AFAIC, every currency in this game can be called "Fake Money Units." Someone once posted that the only real currency is time, and I agree. I'll collect various spendier partsI know there's a bit of an impatience factor at play, but even there, it seems like you could do better buying a recipe and salvage at high "buy it now" prices and crafting it yourself.
through merits and AMs and craft those, but the cheaper set (and definitely not common io's) pieces I don't bother. -
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Quote:You are correct sir; for some reason I mangled that sentence. It was supposed to be about GC and Phalanx Fighting.Grant Cover does not give you any more defense in and of itself. It does give you DDR, which is important, and of course slow resistance.
Note on those to the OP:
They're "1 slot wonders." Drop Kismet +acc in one and an LOTG in the other (unless that breaks the rule of 5s for your build, which I discovered it could in a shield build I was working on.) -
Went for km/regen recently. Damn that epic kat/regen thread.
Looking forward to borrowing ideas from this one too, ha! -
Welcome back, I too resubbed recently after a hiatus. Positional/typed defense are basically categories of attacks, with a corresponding value for defense (with the exception of Toxic, which has no explicit defense number of its own).
Cliff Notes:
Quote:Once the game figures out which ones of those is coming at you it codes with a position (with rare exceptions) and a type. aka:Mechanics
"Every attack power is classified based on how the attack is delivered, and based on the type of damage it delivers, and every defense power has an associated type or types that represents what types of attacks that defense power is effective against." –Arcanaville
Attack Tags
There are ten possible tags an attack can have. These tags fall into two conceptual categories: positional and delivery.
Positional (a.k.a. Vector) Tags
Three tags reflect the range and targeting nature of the attack:
Melee Attack (includes both single-target and area attacks)
Ranged Attack (single-target only)
AoE Attack (also includes placed patches, non-melee cones, and non-melee PBAoEs)
Delivery (a.k.a. Damage) Tags
The other seven tags reflect the primary method used to deliver the attack's effects:
Smashing Attack (for powers that work through blunt physical impact)
Lethal Attack (for powers that involve sharp objects or high-speed force)
Energy Attack (for powers that involve radiation, electricity, or some other untamed energy)
Negative Energy Attack (for necromantic powers and powers that weaken life)
Fire Attack (for powers whose effects are caused by flames or high heat)
Cold Attack (for powers whose effects are derived from extreme cold)
Psionic Attack (for powers involving mental manipulation)
Although the names are similar, delivery tags and damage types are different things with different meanings. Damage types come directly from a power's effects, and each instance of damage has exactly one type and is applied separately against its appropriate Resistance. Delivery tags are conceptual and were added by hand. Attacks can have multiple tags, and all the tags apply to the attack as a whole, which either entirely hits or entirely misses.
Ranged + Smashing/Energy is coming at you. The game picks the highest of those 3 values (Ranged, Smashing/Lethal -or- energy/negative) for your defense and makes a hit roll.
Generally, since it's an either/or people go for either positional or typed. With the latter, because the vast majority of things coming at you have a smashing/lethal damage component, s/l defense is the common choice for typed.
Linky:
http://paragonwiki.com/wiki/Defense -
Quote:This. I don't know much about tanks (so far), but there are seriously hardy brutes and there are seriously deadly brutes, and then there are the ones that are both.I think you underestimate the full potential of what a Brute is capable of.
Sort of like scraps (and I imagine tanks); once the build prices hit the "ya I'm slotted out with set bonues and whatnot" mark, the lines get pretty blury. Incarnate powers doubly so. -
Quote:Been following that discussion with great interest actually; I was coincidentally playing with /regen ideas a few days before it started. Mostly concept based, but hey - if a concept toon suddenly has a route to Monster-ish level regen ... Of course, I don't have Werner's budget - but who does?Just curious, thinking on the other thread going on (Katana/Regen thread)...
But have you thought about Cardiac/Rebirth for the massive +Regen to go along with the Resists?
Then you can rely less on the Self-Heal.
Just a thought.Pretty sure that I'm going kin/regen, which is different territory, so probably won't be nearly as uber, should be super fun though.
I think Werner and Sailboat nailed it. Once you learn the timing on Dark Regen, it's nothing short of amazing. As in, if you can manage to survive those few seconds: Nova Fist to Full Health Bar Amazing.
Granted it's conditional upon having fodder and hitting, but most of the time I don't have any reliability problems with it. He's not an AV soloer or anything, and protracted 1:1 fights are (imo) the only place where DR falls short.
In game, he runs around 40% to s/l and low 30s to e/ne, don't have numbers off the top of my head. If there were a way to run Ageless and keep the extra 5-7% resistance I get from Cardiac (Core), that would be awesome.
Musc isn't a really big boost, per attack, but on a combo with fast hitting AoEs (Quills, Death Shroud, Thow Spines, Spine Burst, Fireball) and lots of DoT clicks (even before interface) the overall increase in damage output seemed fairly noticable.
This is what I'm using as a build target if anyone is curious:
http://boards.cityofheroes.com/showp...20&postcount=9
Quote:so many options, I have the heal on auto so its no big deal. Can ageless be made perma or at least near perma?
I'm not a farmer and I use /blaze. Not everyone likes sp/da/blaze builds though, and body is the other usual choice. I used my extra build slots to blay around with Soul and Dark, but neither really seemed to bring as much "Man this is a rousing good time" as Blaze does. -
Quote:I have a t2 Ageless that I run in conjuction with a (recently improved) t3 Musculature in my sp/da/blaze. By comparison to my T3 Cardiac, I actually miss the extra resistance more than the endredux. That is to say, I feel Ageless has been doing a better job on my particular build than Cardiac at endo management.ic I may have to see now if its worth putting musculature in for the massive damage boost to just destroy mobs and eat blue skittles instead. Take ageless combined with conserve power should pretty much take care of the blue bar, but if I am a farmer I guess I should be running with pyre ancillary instead of body right?
YMMV.
I'm building two configuration sets for alpha and destiny:
Cardiac/Barrier for times when I need godmode style defenses, and Musc/Ageless for when I want more offense. The latter will probably be my default mode, unless I find I am just too squishy otherwise. So far, not so much the case. -
Quote:While I'm not a fan of the rule, it bothers me less in inventions than it does in this case. I know the point was to prevent the game from becoming too difficult to play without IOs, but that's a dead discussion. It's an opinion thing.The one target thing I expect to be unintended. But the "stupid 10s rule" is how all invention procs work. Because allowing them to work differently makes the powers far too strong. Invention procs would be too good if they didn't do this. The repeated pulsing and hits from rains and toggles makes the damage stack far too fast, especially considering that Reactive is more powerful than regular procs.
Maybe other options were more difficult to code, who knows, but I'm just dissapointed in the solution chosen. Heck, I would have settled for reducing the damage per tick if that solved the problem. Maybe it's that delightful color of orange all over the screen that I simply must see.
Quote:The previous iteration was already capable of turning a basic rain power into a nuke that could kill +3 lieutenants in one cast. You could cast Rain of Fire, Freezing Rain, or Sleet and kill an entire spawn of level 54 enemies including lieutenants with one power. I know the point of incarnate is to make us more powerful, but this is akin to just giving us a power that instantly kills whatever we target. There's a limit. This wasn't a minor increase in capability, it was "able to kill a +4/x8 spawn of enemies with one power every 15 seconds."
Quote:Reactive already has a huge advantage over procs. First of all it doesn't require any enhancement slots. And it works in ALL of your powers, even stuff you wouldn't normally throw procs in.
Normal procs do 71.8 damage at a 20% rate. Purple procs do 107.1 damage at a 33% rate. That means normal procs add ~14.36 damage per attack, and purples add ~35.343 damage per attack. And again, this is one slot per power.
Reactive does around 13.38 damage per tic, up to 5 tics of 75% chance. Meaning it adds ~50.175 damage per attack. It's better than a purple damage proc slotted in every one of your powers. And at t4 it can even apply a -RES proc on top of that. Since it technically procs five times per power, at a high rate, it's even much more reliable than other procs. IE, it's almost never going to not proc to some degree on any target you hit.
It doesn't need to be any more powerful than that.
Sorry, but I'm in the "make the other ones better" camp. Seriously. Will it still be pretty good, probably - but that's not really the point. Incarnates aren't "pretty good," their "Awesome." The problem here isn't that Reactive is too good (RainNukes and patches aside), it's that the other ones just don't measure up. You've illustrated this with numbers and other knowledgable folks have expressed the same sentiment - even taking into consideration the "stupid 10 second rule" it's still considered the best choice in most cases.
Which means that the other ones need love just as much as (if not moreso) this one needed a (imo less heavy handed) fix. If they were better, there would be less reactive going around. -
Quote:I think so. I pretty much use them by default on any of my characters, if only in the default slot in Stamina. I think the general consensus is that they are a bigger boon over time than slotting for EndMod - although it still may be a debatable point. They are better if backed up by the other +rec procs and some +Endurance from accolades or set bonuses, but they are still very good.I haven't tried the Performance Shifter proc before. Is it fairly reliable? If I can use it in Stamina AND my Ancillary Power Pool picks, that may be worthwhile. I'm hoping to avoid the whole "do a couple of attacks and wait for my END to recover" situation that's marred some of my characters in the past, so more END is always good.
You can run any of the endurance or heal uniques in Phy Perfection, and any of the endurance onces in Superior Cond. Generally speaking, slotting Phys Perf just for +regen isn't really that great unless you really have no where else for that slot to go. My WM/SD brute that runs three of them also runs Spiritual for alpha (more recharge and +hp for the freaking win) and I really only notice end issues during the occasional OWtS crash. I do plan to respect him into hasten, which may change the equation. -
It's an decent start, but a few things come to mind:
-- You're overslotting dmg in those attacks. I'd probably go with 1 dmg, and replace the other two with an end redux/rech while lvling. At most go with 2 dmg, (After that the effects of ED make slotting something else there a better investment) but again on a Brute I would take a different approach towards a build with Commons.
-- I can't speak to Axe attacks, but I'm betting you can drop one of those for Hasten, which is nice for having AD perma or stacked, and getting SC back faster.
-- Once you start slotting common IOs, consider looking into some of the more impactful pieces from sets. Much easier to get than their market prices would imply. You could replace your slotting in Stamina, Sup Condition and Phy perfection with 2 pieces of performance shifter (the proc and the +endmod) and not have endurance problems, pretty much ever. At least that's the case on my mace/shield build. Dropping the numina's and Miracle uniques in Health as well. Also look into Kismet +Acc and Steadfast +Def. Without going into a full set build, these pieces are probably your biggest bang.
-- at higher lvls, you only need 2 slots of heal and resist in True Grit before ED makes the third slot a waste.
-- This may also be true of Def enhancements, but I don't know the SO values. I know with common +def IOs you only need 2.
-- Consider finding room for Grant Cover. It seems counterintuitive on a soloing build, but it is a decent source for more DDR, gives you a little more defense, and is a source of slow resist as well. -
Quote:This.The purpose of the incarnate system is to amp up our characters power levels considerably, so calling it overpowered is akin to the pot calling the kettle black.
There has to be a better answer than the stupid 10s rule; and the 1 target thing better be a bug.
What's next? Should my damage aura also only hit one target at a time? <_< -
Quote:That sounds like their fix is bugged.As an update, there is one other change on test to Interface procs and how they interact with rains and auras. They only proc on one target every 10 seconds. IO procs do not have that limit.
Otherwise I want my iSalvage back, or the ability to change from one type of incarnate power to another.
We all admitted that rains were OP, but the above is just too stupid to be WAI. -
In the early lvls slot heavily for end redux, and try to manage toggles somewhat. Drop an armor between fights and bring it back up, that sort of stuff. Don't leave sprint on all the time, etc.
Perfomance Shifter, Numina's +rec/reg, and Miracle +rec also help and with A-merits are not hard to come by.
Body mastery (first build in this thread) is a great help and there are two different incarnate power choices (Ageless Destiny and Cardiac Alpha) which are basically the mac daddies of endurance management. They are good enough that you only need one of them. No clue what later incarnate slots may bring. I decided to forego Body because I am having too much fun with Blaze. It's doable with either of the incarnate powers I mentioned. -
Quote:Can't stand those helipad pulls. Getting out of LOS from the turrets is vastly superior to standing where the adds spawn. I don't care how fast someone thinks they can drop the heals, standing in the turrets is just making it harder for no reason, lol.Virtue seems to alternate between pulling them to the Tennis Court and pulling them to the Helipad depending on who's running the league.
It does seem to be standard practice to camp the chokepoints instead of the doors for the prisoners though.
The irony is that it's possible to be outside turret LOS and get Keep Em Separated at the same time. Simply stuff them into the alcove they spawn in front of; close enough for the badge, no turret LOS.
I find now (also on Virtue) that it's generally choke points with folks who have patches/burns/auras getting closer to doors and lore pets all over the choke point. -
Quote:I see where you're going with this. As it stands I decided that both combos are too good to pass up, so I'm masochistically doing both. Also sticking with blaze for the full on scraster madness. I'll probably flip equation though; run Musc/Ageless as the default and switch to Cardiac/Barrier when I need more resliency.I've become a big fan of Cardiac/Barrier combo. Granted, I use Pyronic/Reactive to make up for the loss in damage.
I tried the Musculature and really was not all that impressed with the increased damage output. Yes, the increased damage was noticeable, but I didn't feel it really impacted my build to the same degree as the Cardiac.
Obviously extra damage is great, but for me, being able to stay in the fight for longer periods with out having to use Dark Regeneration seemed more efficient. I intend to get Musculature on every scrapper, as it has it's uses, but my default slotting for Dark Armor is usually be Cardiac.
Hitting a mental block with the base build though, this doesn't represent in-game, but the basic idea is the same:
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I'm sure the slotting could be better in some way, just not certain how. -
Regen:
http://boards.cityofheroes.com/showthread.php?t=257556 - this one is particularly good
http://boards.cityofheroes.com/showthread.php?t=260601
http://boards.cityofheroes.com/showthread.php?t=260718 - top end build sampe
Claws:
http://boards.cityofheroes.com/showthread.php?t=258650
http://boards.cityofheroes.com/showthread.php?t=259731
http://boards.cityofheroes.com/showthread.php?t=260648
http://boards.cityofheroes.com/showthread.php?t=260597
Claws/Regen:
http://boards.cityofheroes.com/showthread.php?t=259977
http://boards.cityofheroes.com/showthread.php?t=259760
Should be something in there to get you started. Most of those threads should have some post inherent fitness builds as well as incarnate power discussions. -
Quote:Thanks! I stand corrected. I was probably looking at a brute when I noticed it.At level 50 for a scrapper the regen cap is 3000% and the recovery cap is 500%
Overall among AT's (shared with some other ATs) that is the highest regen cap and lowest recovery cap. (Being reversed, for example, if you are a defender >> 2000% and 750% respectively)
http://paragonwiki.com/wiki/Limits
Want. -
I think the latest update of mids is showing the regen cap at around 2500%. Haven't looked at that much though been watching this thread with interest.
I know it seems the recovery cap is low enough that Ageless' initial recovery period is massive overkill if the mids cap numbers are accurate.