Pretense

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  1. I must be missing something, because poison dart has 2 small negatives going for it that I see: 1) slightly higher end (~20%) and 1.5 instead of .83 cast time. Does that really offset the DPS loss? Mids claims that swipe does more damage (and I'm not one to argue with mids), but in (quick) playtesting - poison dart is doing more consistently (30 vs 24, plus ticks of 3 vs ticks of 2) - same enemy, no funky toggles on the enemy that I could see. Resistance is to damage type, not delivery method, and they're both tagged Lethal/Toxic DoT - Mids description has PD as Moderate DMG, and swipe as Light DMG, which matches what I saw in playing.

    I understand wanting a gapless chain, and I realize that swipe can crit if you're hidden/placating (but, why one would use swipe in such an instance instead of any other melee attack is beyond me) - other than the animation, I just don't see it. It doesn't cause any redraw, they both come from the (completely uncustomizable, sigh) claws.

    Do folks just feel weird using a ranged attack as part of their attack chain (seems not, see Gloom from soul mastery), is it for some specific set bonuses, or was there something wrong with my (admittedly very brief) playtesting? I've got to assume there was something off in testing, but it didn't stand out (it wasn't because of follow up, i used poison to lead off).
  2. Just to beat a dead horse - here's a build I threw together that's more focused on AV/ST and prolonged battles, using the energy mastery epic pool. It loses its epic pool AoEs, but gains a ranged ST w/ resist debuff proc (which applies its resist debuff directly, avoiding resistance, IIRC). With all toggles running (including grant cover) it regens 2.5 end/sec, plus it has a bunch of health and stamina procs to boot. My only complaint here would be the recharge, and that I don't even get a second AoE to cycle into fights (well, third if you include Shield Charge - but that's hardly a reliable part of an attack chain - SC FS FS FS SC FS FS FS? hehe). If endurance isn't a problem with the earlier build, that'll be the winner - I just don't know that it can keep up, in which case this has a nice bit of AoE to go with some great ST and sustainability. You could farm with it, but you could definitely make a faster farmer. (as always, built to have bonuses down to lvl 32 exemplar)

    http://www.cohplanner.com/mids/downl...9AF15FD52AD32B
  3. Great advice, this build looks much tighter now, I'm a lot happier with the attacks slotting and AoE potential, plus I've got loads more regen/+hps and a fair bit more stamina, and some recharge to boot.

    My only regret is I had to go with detonation rather than positrons blast in ball lightning, because my AoE def without it was 44.93% - a problem that I may instead solve with a few carefully placed enhancement boosters, but every bit above the softcap does help towards preventing cascade defense failure. I don't know how you guys manage to get to the i-softcaps and keep your builds as tight as you like. Then again, this is a build made to exemplar - so working towards a separate incarnate build is always an option (yikes! an expensive one!).

    Good call on the kismet, I'm not used to thinking twice about slotting it, but that rage +tohit really handles things nicely - and heal slotting true grit and giving up medicine for fighting was definitely the right choice for this build - I was getting angry at trying to fire that heal off amidst mobs anyway. The panacea was one of those early-build "I'll put this here so I remember that I might want to 6 slot that" decisions, which I apparently never reverted because I didn't have any slots for heal, and said "eh, it has some manner of unique, that was probably conscious".

    I'd be interested to see your build sometime - I'm a fan of PP as well - but for now I think I'm going to move forward with these selections. Thanks a metric ton!

    Final build, if anyone's curious - this is (intended, anyway) to be a relatively inexpensive softcap build with good AoE and ST chains, and decent recovery recharge and regen - but, whose build isn't, amirite? It will probably still be a little endurance heavy, even if grant cover and tough are toggled off, until I get all the accolades. Mu lightning is there because it's cool, and for kiting in the impossibly rare case that I want to try to fight less stuff - grabbing hover instead would let you move a LoTG and stick a 50 EndRed or Def (or random IO w/ both) in grant cover for more comfortable DDR protection and friendlies buffing.

    http://www.cohplanner.com/mids/downl...D5F81F4172D2D7
  4. Here's an attempt at removing fly/hover/afterburner to get weave, and rebalancing things around that to maximize recharge. I'm not super pleased with the lost recovery and regen on top of the additional end drain, for what amounts to a little more recharge (and, well, better enhancement numbers in almost my attacks - which *does* please me). I used brutes fury instead of armageddon in FS, but the eventual goal would probably be armageddons (which brings a little end recovery back to the table, on top of just being better slotting + set bonuses).

    I figured if anyone does want to tweak the build or give me suggestions, I should make it a little easier for them to do so

    http://www.cohplanner.com/mids/downl...1BFC038008E905
  5. I've got an EM/SD scrapper, but recently rolled a SS/SD brute, because I want better ST damage to go alongside my AoEs, so I can better enjoy normal content (EM/SD works well enough for farming, but takes forever to kill a single target). If I can also keep this build functional for farming, at least on the same level as EM/SD - that's great (FS FTW!). I'm lvl 37 right now, and am working out my final build (so I can start slotting some of that stuff now). I'm also aiming to have as many of these sets available when exemplar'd to lvl 32+ (e.g. lvl 35 IOs).

    My main concern is - I'm *just* at the soft cap for positionals, and between toggle costs, oblits in my 2 AoEs, and the crash from hasten and rage - I fear that endurance will become an issue. Also, with oblit in FS, I can't slot FF +Rech, which just seems wrong .

    Build is focused on first softcapping, then recharge, but I want to make sure endurance won't be an issue. I'd certainly love to get more recharge, but I don't want to give up defense to get it. The primary/secondary power picks are basically locked in stone, though I'm open to any suggestions. SD having no heal, and having 2 knockdown AoEs, medicine is mandatory. Fly is not an absolute requirement, but I'm a big fan of it as a travel power - same goes with CJ (I like the control in combat, but could be convinced otherwise). The epic pools are wide open - I've heard tell that Mu is great for the double AoEs - but, as you can see, the damage AoE I'm not making good use of right now simply because of slot starvation. I have the zephyrs on another toon, but I removed them from his build because I dislike muling that requires slots (e.g. hover for a LoTG is fine, but SS + 2 slots for Zephyr is rather meh). Note, also, that hover is not toggled - as I can't LR+FS with it, so it would never be on in normal combat.

    One last note - I've heard tell that with the upcoming power pool changes, in addition to customizations, they will be lowering requirements - so, afaik, you could get weave at lvl 14 with just grabbing boxing. I always avoided weave when possible since it required 3 power picks (I would never run tough on shield toons, since I'm burning end on so many other toggles, and the intention is to not get hit at all) - but that might make a build that includes weave now more attractive.

    What I don't want to do is buy all these sets then realize I could've done it better with completely different sets


    http://www.cohplanner.com/mids/downl...31F30F5334E3E3

    Villain Plan by Mids' Villain Designer 1.959
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Scyntillating: Level 50 Natural Brute
    Primary Power Set: Super Strength
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Punch -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(5), Mako-Dmg/Rchg:35(7), Mako-Acc/EndRdx/Rchg:35(7), Mako-Acc/Dmg/EndRdx/Rchg:35(9), Mako-Dam%:35(37)
    Level 1: Deflection -- RedFtn-Def/EndRdx:35(A), RedFtn-Def/Rchg:35(3), RedFtn-EndRdx/Rchg:35(3), RedFtn-Def/EndRdx/Rchg:35(5), RedFtn-Def:35(17), RedFtn-EndRdx:35(19)
    Level 2: Haymaker -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(11), Mako-Dmg/Rchg:35(13), Mako-Acc/EndRdx/Rchg:35(13), Mako-Acc/Dmg/EndRdx/Rchg:35(15), Mako-Dam%:35(31)
    Level 4: Battle Agility -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(15), LkGmblr-Rchg+:35(17), LkGmblr-Def:50(33)
    Level 6: True Grit -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam/EndRdx:35(43), Aegis-ResDam/Rchg:35(46), Aegis-ResDam/EndRdx/Rchg:35(48), Aegis-ResDam:35(48), Aegis-Psi/Status:35(48)
    Level 8: Knockout Blow -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(19), T'Death-Dmg/Rchg:35(21), T'Death-Acc/Dmg/EndRdx:35(21), T'Death-Dmg/EndRdx/Rchg:35(23), T'Death-Dam%:35(23)
    Level 10: Active Defense -- RechRdx-I:35(A)
    Level 12: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43), Zephyr-ResKB:50(43)
    Level 14: Fly -- Zephyr-Travel/EndRdx:35(A), Zephyr-Travel:35(39), Zephyr-ResKB:35(39)
    Level 16: Against All Odds -- EndRdx-I:35(A)
    Level 18: Rage -- GSFC-ToHit:35(A), GSFC-ToHit/Rchg:35(25), GSFC-ToHit/Rchg/EndRdx:35(25), GSFC-Rchg/EndRdx:35(27), GSFC-ToHit/EndRdx:35(29), GSFC-Build%:35(29)
    Level 20: Aid Other -- Heal-I:35(A)
    Level 22: Aid Self -- Dct'dW-Heal/EndRdx/Rchg:35(A)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+:35(A)
    Level 26: Combat Jumping -- LkGmblr-Rchg+:35(A), LkGmblr-Def:35(27)
    Level 28: Hasten -- RechRdx-I:35(A), RechRdx-I:35(31), RechRdx-I:35(31)
    Level 30: Grant Cover -- LkGmblr-Rchg+:35(A)
    Level 32: Foot Stomp -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(33), Oblit-Dmg/Rchg:35(33), Oblit-Acc/Dmg/Rchg:35(34), Oblit-Acc/Dmg/EndRdx/Rchg:35(34), Oblit-%Dam:35(34)
    Level 35: Shield Charge -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(36), Oblit-Dmg/Rchg:35(36), Oblit-Acc/Dmg/Rchg:35(36), Oblit-Acc/Dmg/EndRdx/Rchg:35(37), Oblit-%Dam:35(37)
    Level 38: Electrifying Fences -- Enf'dOp-Acc/Rchg:35(A), Enf'dOp-EndRdx/Immob:35(39), Enf'dOp-Acc/EndRdx:35(40), Enf'dOp-Immob/Rng:35(40), Enf'dOp-Acc/Immob/Rchg:35(40), Enf'dOp-Acc/Immob:35(42)
    Level 41: Ball Lightning -- JavVoll-Acc/Dmg/End/Rech:50(A), JavVoll-Dam/End/Rech:50(42), JavVoll-Dam/Rech:50(42)
    Level 44: Summon Striker -- BldM'dt-Acc/Dmg:30(A), BldM'dt-Dmg/EndRdx:30(45), BldM'dt-Acc/EndRdx:30(45), BldM'dt-Acc/Dmg/EndRdx:30(45), BldM'dt-Acc:30(46), BldM'dt-Dmg:30(46)
    Level 47: Hover -- LkGmblr-Rchg+:35(A)
    Level 49: Afterburner -- Ksmt-ToHit+:30(A)
    Level 1: Brawl -- Empty(A)
    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: Fury
    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:35(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod:35(A), P'Shift-End%:35(9), P'Shift-EndMod/Rchg:35(11), P'Shift-Acc/Rchg:35(50), P'Shift-EndMod/Acc/Rchg:35(50), P'Shift-EndMod/Acc:35(50)
    ------------
    ------------
    Set Bonus Totals:
    • 21.5% DamageBuff(Smashing)
    • 21.5% DamageBuff(Lethal)
    • 21.5% DamageBuff(Fire)
    • 21.5% DamageBuff(Cold)
    • 21.5% DamageBuff(Energy)
    • 21.5% DamageBuff(Negative)
    • 21.5% DamageBuff(Toxic)
    • 21.5% DamageBuff(Psionic)
    • 21.13% Defense(Melee)
    • 13.94% Defense(Smashing)
    • 13.94% Defense(Lethal)
    • 16.13% Defense(Fire)
    • 16.13% Defense(Cold)
    • 12.38% Defense(Energy)
    • 12.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 21.75% Defense(Ranged)
    • 21.75% Defense(AoE)
    • 56.25% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilized)
    • 27% Enhancement(Accuracy)
    • 10% SpeedFlying
    • 140.6 HP (9.38%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Held) 9.35%
    • MezResist(Immobilized) 11.55%
    • MezResist(Stunned) 6.05%
    • 8.5% (0.14 End/sec) Recovery
    • 30% (1.87 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 15% SpeedRunning
    • 2.5% XPDebtProtection
  6. I realize all this information is in Mids - but every now and then I come across an IO set I wasn't aware of, and when trying to softcap a build (or get as close as possible) - knowing which powers take those 'really effective IOs' would be super handy ahead of time. I'm sure we all have lists or remember certain ones to take, but I figured I'd ask for any that really stood out, and I'm going to list mine off the top of my head.

    This is meant to be a list where folks can post specific IOs that they saw and said "wow" to, or IOs you always smile when they slot 'em

    : Defense
    Luck of the Gambler: Recharge Speed
    +7.5% recharge - slot up to 5 of these across your build wherever you can fit 'em, unique set bonus - doesn't conflict with other 7.5% recharges for the rule of 5

    : Resistance
    Steadfast Protection: Resistance/+Def 3%
    Gladiators Armor: TP Protection 3% Def (All)
    Both of these provide +3% Defense to all, though the Gladiators is a PVP IO so is super expensive.

    : Melee (PBAoE)
    Obliteration -
    6 slotted, you get 3.75% melee, 1.88% smashing/lethal, 5% recharge, 9% accuracy, and a chance for smashing proc (in an AoE, mind!) - plus you get good damage/rech/accu enhancement numbers.

    : To-Hit buff (e.g. can slot in build up, aim, rage, tactics, etc.)
    Gaussians Synchronized Fire-Control -
    6 slotted, you get +2.5 to all three positional defenses (Melee/Ranged/AoE), or 1.25 to every defense but Toxic (in addition to a chance for build up Proc)

    : Immobilize
    Enfeedbled Operation -
    6 slotted, you get +4.38 to Melee, plus +3.75% Recharge

    : Pets
    Blood Mandate -
    6 slotted, you get +3.75 to AoE and Ranged, as well as 1.88 to fire/cold/energy/negative

    : Travel Powers
    Blessing of the Zephyr -
    2 slotted you get 1.25% defense to ranged, 0.63 to energy/negative
    3 slotted you also get 1.88 defense to AoE, 0.94 to fire/cold, plus Mag 4 knockback/knockup resistance
    ( Slotting travel powers may seem odd, but if you're close to the soft cap and only have a few slots, it's a good way to get there without butchering the powers you've already chosen. )

    Now that we have enhancement converters, some of the 'rarer' IOs in these sets can more easily be obtained.

    As you can probably gather, I'm working on maximizing positional defenses - I'm sure others are going to S/L, or Ranged, or Recharge, and have some great picks for that.
  7. Edit: Lightning Clap - you can see how much I've used the power - though Thunder would sure make more sense IMO. All of this would also apply to 'Hand Clap' in the super strength brute/tank power, which is effectively the same power - if not exactly.

    I've pretty much never seen an electric melee character take lightning clap - I took it, once, mostly for entertainment purposes - but while knockback is (rarely) a useful panic button, it's a very poor option for the aoe monster that is electric melee, or most any melee character.

    Since these claps do no damage at all, I'm to understand they can't accept the overwhelming force kb to kd proc, which would be about the only way I could realistically see these powers being useful to me (and other scrappers/brutes/tanks). Are there other ways to cause kb to become kd? AFAIK immobilize prevent kb and kd, as do 'web' grenade type powers.

    Attractive options would be to either remove the requirement that a power does damage from the overwhelming force proc (which might cause balance issues for things like hurricane), or change the claps to do a *tiny* amount of damage, or - I suppose - just mark them that they can accept universal damage IOs.

    One remaining option, of course, is to do nothing and leave it where it is, always an option. I wonder, though - if lightning/hand clap has remained how it is not because people take it, but because they mule IOs in it, which wouldn't show up in the data collection that CoH does to look at powers (plus, many powersets have lackluster powers and get ignored for years, so it's no surprise that 2 well performering sets would get theirs overlooked).

    Anyway - anyone have thoughts or suggestions on such a change, or have insights into how they've seen these powers taken and used?
  8. Pretense

    resurrection?

    I assume resurrection doesn't work on controller summoned pets (since I've never EVER seen it done, and plant is the only one with a living 'body' in some ways) but does it work for any of the mastermind pets?

    What about leaving behind bodies that can be targeted (e.g. for Warshade and similar powers)?
  9. Quote:
    Originally Posted by Catwhoorg View Post
    Example a power slotted to 40% tohit debuff (such as Rad infection) is resisted by 85%at 50, leaving a net effect of 6%.

    Flash arrow is slot able to ~11.3% and uses that full effect.
    It was my understanding that resistance to effects is all or none - e.g. 85% of the time the debuff you mention doesn't happen at all, 15% of the time the full debuff is put into effect for the full duration... so over time you average a net effect of 6%, but it's inconsistent.

    Isn't this how debuff resistances work in game? Otherwise cascade defense failure would happen much faster than it does (if one is softcapped and has def debuff resist), because being hit would mean you lose some defense.

    I admit I've not sat in Cim with my %'s window open to verify this, but that's what I've read in guides.
  10. If by 'multi billion 3% defense io' you mean steadfast protection - that can be had at a merit vendor for only 125 merits ... just slide the slider to the appropriate level (it's range is 10-30 iirc) and it's under resistance.

    125 merits isn't cheap, but as far as specific ios for merits, that is pretty cheap - and you can choose whatever level you want, and it's a sweet deal cheaper than spending millions on a recipe+salvage.

    With the winter event going on, you can get 125 merits in 2-3 hours of very casual/relaxed/social play w/ WL hunting.
  11. Thanks for the quick reply - makes sense. Hmm, is there a listing of when each set was added? If there are other sets that provided bonuses to pairings like that, it seems like they would be very handy indeed... getting that 150% bonus implicitly.

    I'm presently working off of paragonwiki and http://cohpodcast.com/2009/episode-4...io-sets-part-4 trying to sort out the positional defenses. I'm using mids, but it's very hard to read the set bonuses on IOs in mids, the window is often too short for the 6 slotting bonuses.
  12. Everywhere I read (including in-game), it's posted that Aegis provides a 1.565% bonus to AoE defense (and 3.13% fire/cold defense) at 3 slots, and the values are repeated but swapped at 5 slots (3.13% AoE, 1.565% fire/cold).

    Is this intended, or is this a bug? I don't see other sets that repeat bonuses like this. I assume (if it's correct) that both bonuses apply, so you're actually getting 4.695% defense to AoE and Fire/Cold? I don't see any other defensive bonus over 3.75, so that seems very suspicious - especially when it's only a set of 5.

    From all the other sets I've looked at (primarily positional defense, but I've certainly looked at lots of random recipe drops) I never see bonuses repeat within the same set like this. I'm not complaining, I just don't want to craft a build based on this and then find that it was in error and lose 1/3rd, 1/2, or 2/3rds my AoE defenses.

    Thanks!
  13. So, I wonder if there will be badges associated with distance traveled / exploration done while walking (once it's back). Nothing like slowing things down and taking in the sights.

    /me is really glad all his toons are ladies, this walk animation is pleasantly distracting.