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Apprentice
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  1. lol wow at me not even knowing about that star system. when did that happen? I knew about the notes though...cool pics
  2. Possible

    Nerd Lust

    haha @ ninja star coat hanger...
  3. Possible

    Best Scrapper?

    Quote:
    Originally Posted by Desmodos View Post
    I completely agree with the sentiment of your post, but I have to ask: why so few scrappers?
    I hear ya, really though the question is why the limited slots per server? well free anyway lol. Now that all the spots are full on my server I have to start deciding what to keep, what to delete, and what to transfer...boo...
  4. Quote:
    Originally Posted by Andferne View Post
    So I still have not settled on exactly which powers to drop or change out. Trying to hold out until the new Issue releases for when we can pick up the Epic Power pools at level 20. So I can slot Energy Torrent a couple more times. Lately I have been using One With the Shield more often. But that is because I am running missions as a +8 group alone, or with 1-2 other people. Usually fine still even without using it, but when I/we agro multiple groups I find popping it makes me safe from danger for the most part. So I'm thinking of keeping it for that 'Oh $#@!' moments that happen.

    I do have another question about a few of the powers. Activate Defense, Against All Odds, Hasten, Conserve Power, Assault. Since none of these have Set Bonus enhancements (IO's?) that can be placed in them. Should I only slot them once? At the moment I have each of them slotted 3 times.

    Honestly, your best bet is to either copy the toon over to test, or just respec and go with it, you can earn up to 3, purchase more, and get some freebies from time to time. 1 slot in AD AAO, 3 in Hasten. I won't even comment on the others because I dont use them. They key thing is, once you start exceeding base numbers by adding sets in then certain things that were not once pliable for the toon become pliable. IE, perma recharge on AD with 1 single Rech enhance, for example. You can put as many slots as your heart contents into those powers, whether or not that will beneficial not only to the power but to your overall build is questionable at best if not downright unwise given the overall usefulness of those slots elsewhere. Again, all depends on the big picture. IE, exceeding the slots in AD to get that to recharge more often is wasteful if your downtime is a few seconds, or hasten isn't taken into account at that current numbers check.

    Again, drop me a line in game, I will be more than glad to team/talk ya through some of your questions.
  5. Welcome to the game and the best server ever !! haha, /biased.

    Drop me a line in game sometime, my newest scrapper is what you have, and a pretty nice build I feel.

    Oh and good call@ only taking Owts if you're not planning on maxin it out...couldn't fit it, didn't even want it. Only one I like is MoG and Elude on very certain circumstances but not really, and only have it for a mule. Tier 9's = only if you know you cannot produce same numbers from sets.
  6. Possible

    Best Scrapper?

    Lol. all? have spine/wp, spine/regen, ma/sr dm/sd, love em all equally...all 50 as well.
  7. Eh. Unimpressive. Just because names aren't available why should they be forced to be avail? It's called your original name wasn't as unique as you thought. Truth.
  8. Suko! Long time. Glad to hear things are looking up. Hang in there.
  9. I'll at least be there, whether we are successful or not we shall see. Hopefully we can get some cooperation.
  10. Possible

    Good Times

    Damn Tinder, take it easy man. I'll miss tellin you I don't wanna ITF. LOL, jk dude. Stop by and see us again sometime.
  11. This, back when AE hit, some mish was made where it was that diamond end room in that one longbow mish. Anyway, it was set up to have all these ambushes hit in the room, plus the original spawns. It was massive amounts of baddies. So the illusion you are really aggroing them all isn't there. But it is a constant refill of that cap that once my quills touched other enemies outside of the aggro my cap was constantly replenished and always full but never overfull...fun times. Mish got nerfed, bleh.
  12. Hi. I have both a 50 Regen (Spines) and a 50 SR (Martial Arts).

    I will be honest as running both to 50 there isn't much downtime on either toons depending you take into account a few things when doing so. I was in a farm last night with another regen a lowbie. I told him to doorsit, he insisted on fighting. He said he wanted to try something and run in take the alpha on a 53 spawn with bosses like I do on mine, granted I am setted out he is not. Needless to say he died, immediately instantly under 2 seconds. I told him do not go on your quest to 50 with that mentality. My SR can jump in a group of people with no problem being soft capped you can be a lot more careless with your survivability when you get to the soft cap. Regen requires a defensive play style without really any defense, (its easy to get you to like 10% but that is really nothing) Plan ahead and understand what kind of damage you are going to take. It is not uncommon facing high baddies that you will lose your 2400 hp in one alpha and a follow up easily. Grab some resistinces and as much defense as you can. On my build I have about 20% to all positions mighty fine for a Regen with absolutely no defense to boot. SR much more playable and you can more easily determine your time of death. I can litterly sit there and feel comfortable with 1/4 health bar and know I wont die immediately as long as I know what my defense and res is you can almost calculate it.

    Overall I love both toons. What am I playing right now? The SR, it is just so much fun. Just watch running into Nems and Rularuu and you shouldnt be too disapointed, that and possibly rikti but yea should be all set, have fun.
  13. Whatever one has all the fake nems at the end is good too!!
  14. Unless specifically slotting for end redux, over a long period of time most toons will eventully drain, just how it is with the high recharge people aim for and super fast attack chains is the name of the game. When I build a toon though I always try to at least double my gain vs. use. So the bare minimum for me is a 2.00 end per second net. Hell even on my regen who is sitting at 5.12 end/sec (total so gross) net is about 2.75 end/sec I drain after a tedious fight and that is pretty crazy. The good thing about that is I can just hit MoG and help a bit or whatever. To be comfortable though I would aim for 3.00 net that should suffice just right. Also a good thing to remember is to detoggle SS and any TP in a fight, and always get the end redux for the powers when they are avail, especailly heavy end sets like DM/DA or loads of toggles for WP etc. Never accept anything under double what you use for your recovery, triple and you are not really notcing end as an issue.
  15. Quote:
    Originally Posted by _Chin_ View Post
    Was looking more towards a constant stream of HP, rather than all of a sudden giving a boost to HP.....so looks like its gunna be Willpower, which was my first choice anyway.

    Cheers.
    Well honestly, a regen with perma-dull pain will easily put you at the HP cap at all times. Whereas WP takes a a few (quite a few if at all IIRC) to come close. I believe mine had a decent amount of bonuses on it and it still was under the 2409. SO a constant stream of HP I would say the regen, that and it hits for an awesome 1200 heal almost.
  16. Rttc fully capped will not out perform a regen with Instant healing on. Bah I don't feel like digging the numbers up but on my regen I could and I emphasize could because it was stupid to put all those regen bonuses in at one point. With IH Int, perma dull pain and whatever, that can easily hit 180 hp a sec regen, now thats not perma, but neither is always having a group around you for RTTC. Nonetheless, some things to think about when you are building both toons.
  17. Quote:
    Originally Posted by Umbral View Post
    Happy time for Umbral maths!

    First things first, let's calculate the average contribution from Hasten. 53% global +rech, 95% +rech from slotting, 70% +rech while Hasten is up. With Hasten up, the recharge time for Hasten is 141.5 (450/3.18) seconds. This means that ~15.2% ((120-141.5)/141.5) of the total recharge on Hasten will still be remaining when the +rech fades. This means that, without Hasten, the remaining 15.2% of the recharge uses the base recharge value of 181.5 (450/2.48) seconds. Because of this, the total cycle time on Hasten would then be 148.6 ((120 + (.152 * 181.5)) + 1) seconds. Using the total cycle time of 148.6 seconds, we can then determine the total uptime percentage (81%) and thereby the average contribution (56.5% +rech).

    Now, because it doesn't matter where the +rech occurs, just that it does on a regular basis (which we've determined already to be 120 seconds out of every 148.6), we can then determine whether Dull Pain would actually be perma. With a base recharge of 360 seconds and a duration of 120 seconds, it would require 200% +rech in order for it to be permanent (well, it would actually require 203% to account for the activation time). 95% from slotting, 56.5% from Hasten, and 53% from global bonuses totals up to 204.5% +rech, which is just enough to manage perma-DP.

    Assuming that Hasten and Dull Pain are both used immediately upon their recharge, 53% global +rech with 95% +rech slotting in both powers is sufficient recharge for Dull Pain to be permanent.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    I like HP bonuses on a regen. I'm nowhere near perma Dull Pain and probably never will be, so every little bit helps. I'm at around 1842 or so with DP down. I don't focus on HP bonuses to the point that it hurts the rest of my build too much, but I like to get them if slotting the set otherwise makes sense. (For example, I'm not going to slot Gaussian's in Follow Up for a HP bonus, but I will put it in Tactics or Focused Accuracy). I also like the fact that my passive regen is high enough that I don't have to hit my heals very often, thus ensuring that they will be available hen I need them.

    The only set bonus in Doctored Wounds I like is the recharge bonus, and I can get 5% bonuses elsewhere. I don't have massive amounts of recharge largely because I'm both broke and a cheapskate. I'd rather spread the wealth around and have a few solid builds than sink it all into one awesome build.

    And yes, I know my regen builds aren't the best possible, but I'm happy with them, which is all that really matters.
    Was just curious as to why you didn't have perma DP? It doesn't really take that much to obtain it. The build I am looking at here only has 53% rech and obtains it with 5 seconds overlap.
  19. Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Concealment
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
    Level 1: Chilblain -- GravAnch-Immob/EndRdx(A), GravAnch-Immob(7), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9)
    Level 2: Frozen Fists -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dam%(46), T'Death-Dmg/EndRdx/Rchg(46)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Ice Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dam%(19), T'Death-Dmg/EndRdx/Rchg(21)
    Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25)
    Level 14: Chilling Embrace -- EndRdx-I(A)
    Level 16: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(29), GSFC-ToHit(29)
    Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 20: Hurdle -- Jump-I(A)
    Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31), RgnTis-Regen+(33), Numna-Heal(33), Mrcl-Heal(33)
    Level 24: Stamina -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(34), P'Shift-EndMod/Rchg(34), P'Shift-EndMod(36), P'Shift-End%(36), P'Shift-EndMod/Acc(36)
    Level 26: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(37), AdjTgt-ToHit(37), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(39)
    Level 28: Ice Patch -- RechRdx-I(A)
    Level 30: Shiver -- RechRdx-I(A)
    Level 32: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Build%(40)
    Level 35: Inferno -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg(42), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43)
    Level 38: Stealth -- LkGmblr-Rchg+(A)
    Level 41: Invisibility -- LkGmblr-Rchg+(A)
    Level 44: Bonfire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(48), ShldBrk-Acc/Rchg(48), ShldBrk-DefDeb/EndRdx/Rchg(48), ShldBrk-Acc/EndRdx/Rchg(50), ShldBrk-%Dam(50)
    Level 49: Fire Shield -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 15% DamageBuff(Smashing)
    • 15% DamageBuff(Lethal)
    • 15% DamageBuff(Fire)
    • 15% DamageBuff(Cold)
    • 15% DamageBuff(Energy)
    • 15% DamageBuff(Negative)
    • 15% DamageBuff(Toxic)
    • 15% DamageBuff(Psionic)
    • 11.4% Defense(Smashing)
    • 11.4% Defense(Lethal)
    • 8.63% Defense(Fire)
    • 8.63% Defense(Cold)
    • 5.81% Defense(Energy)
    • 5.81% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.9% Defense(Melee)
    • 8.63% Defense(Ranged)
    • 14.3% Defense(AoE)
    • 4.5% Max End
    • 71% Enhancement(Accuracy)
    • 73.8% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 108.4 HP (9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 8%
    • MezResist(Immobilize) 13.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 18% (0.3 End/sec) Recovery
    • 12% (0.6 HP/sec) Regeneration
    • 7.25% Resistance(Fire)
    • 7.25% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed

    aware of the cap on 2.5 rec too
  20. Hasten, Super Speed, Combat Jumping, Kick, Tough, Weave, Fitness

    Always. IF you ever have a question about picking a pool I just summarize the 90% of the content I play into what the power actually does. If I have any doubt that I won't use it I wont. Med pool fits into this perfectly. Sure there may be times when you could use an aid self, like almost rarely to never ever in my case but yea, skip that. CJ is a must for me for the lotg and the control. Everything else is pretty standard or personal, IE ss vs sj. swift vs. hurdle.
  21. Quote:
    Originally Posted by Werner View Post
    Heh, that's kind of Regen in a nutshell. Play with no mistakes, and you're unkillable. But you're going to make mistakes. Lots and lots of mistakes. And you will die. But it will ALWAYS* be your own fault. Your secondary will never let you down.

    As for Dull Pain, you kind of point out why, but I wouldn't use it to take the alpha strike. That's what Moment of Glory is for. And if Moment of Glory isn't up, use Dull Pain in the MIDDLE of the alpha strike, not before running in. It's a risky maneuver, but if you get it right, you're left in much better shape than the person that hit it before going in, because you didn't waste the heal, and now have the same buff.

    Also as kind of indicated, Regen is about making choices, and about making them FAST. When you start taking damage, you need to click something NOW. And you need to click the RIGHT something for the situation. And right now. Or you're dead.

    OK, I may be exaggerating how squishy Regen can be. I'm more describing how it behaves when pushed to the limit than how it behaves in normal play. Normal play isn't nearly so psycho focused click click click as all that. But when you push it, boy do you need to be paying attention, but boy can it be rewarding. Even the DEATHS are glorious.

    *OK, not always
    Hehe, yea, I wasn't particularly saying pop DP before an alpha, just saying without it on, yea. Truth on the immediate factor of choice making. Easily the fastest in the game as far as what you need to do to stay alive. Sometimes on other toons with Def you can be at 10% health and KNOW you won't die. On a regen you can be at 80% health and be dead in the next second. But truth is they are squishy, to me its about healing past the point of the damage the baddies can dish out. I love to push mine to the limit, respectfully so, but as an uber regen anything but very high amounts of action seems to be boring. Mine is a spiner for example, if I am not fighting 10+ baddies at a time its gets yawn status. With that said, the only things that I think can give mine a run for its money is +2 full mobs, other than that its just timing and choices and eventully the group is dead. That is why I love regen so much because it does take a lot to kill you, yet you can die from such a small mistake.
  22. Yea template. Spot on Werner.

    Personally my 3rd 50 was a Regen. I still love it and it is my most expensive toon. I will drop some advice.

    Most people assume that regen is uber-click demanding, and that it can be, but if you put some reasoning and thought behind it, you can be the last one standing in a group of faceplanters OR the first one on the floor. I took resilience before I set my toon out. After I dropped it because I just didn't die enough to justify a whole power to being stunned after a wakie. Revive is smh, again non justifiable. Load this build with recharge mainly because you want those heals avail all the time. If you are the careless player, you may find yourself without a heal when you need one. Be CAUTIOUS, don't use it if you don't need it simple enough right? You may be dead wrong. You run into a full mob without dull pain on, that alpha is gonna faceplant you, the 800 hp Dull pain willgive you will sustain an alpha (usually), but you just burned an 1100 hp heal so play smart. The 650 heal from Recon is excellent for use with a non dull pained jump in. Otherwords, leave it there when you REALLY need it. As a regen and with dull pain running you should heal around 75-80 hp/sec...7 seconds gets you the almost 600 hp vs. the 15+ second rech Recon takes. Other powers to me are self explanatory. Other than that, have fun, and yes regen takes a more demanding use of smarts, but can be just as good as the higher defense counterparts you will be teaming with (given the right use of the lobe

    Have fun.
  23. Possible

    ugh! this sucks

    cool card trick. and yea cheers to good magicians.
  24. Very impressive Nihilii. Enough said, great recount of the fight too hah.