Pyro_Master_NA

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  1. Quote:
    Originally Posted by Starsman View Post
    Regen tankers would SUCK unless they do some huge revamp or tanker specific changes.

    Tankers have to be able to absorb huge volleys of damage in the all too famous alphas. Regen relies almost exclusively on the ability to heal back damage, not reduce it. It would be like expecting an Invuln tank to survive an alpha with no passives, and no toggles, just wearing dull pain randomly and expecting an Emapth to keep them healed.
    Oh dang. I feel like a H43L0Rz ftw supporter now because of the way you worded that. Haha ok, so with that new feeling on it, I guess they would need some changes.
  2. Stay at range and you should do fine. Not the best at tanking, but the pets are perma, and with them taking some aggro and your aoe shredding everything in a matter of seconds, you'll be fine. 40% ranged defense is still pretty good, and the resists are solid. Endurance will be your only issue really


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Slice -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(21)
    Level 2: Longfang -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(21), Apoc-Acc/Rchg(23), Apoc-Dmg/EndRdx(23), Apoc-Dam%(25)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(34)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(50)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
    Level 14: Super Jump -- Empty(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(40)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
    Level 22: Mental Training -- Run-I(A)
    Level 24: Fortification -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(43)
    Level 26: Tactical Training: Leadership -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(27), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(50)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Serum -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal(33), Dct'dW-Rchg(33)
    Level 32: Assault -- EndRdx-I(A)
    Level 35: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(37), C'Arms-Acc/Dmg/Rchg(37)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), C'Arms-EndRdx/Dmg/Rchg(40), C'Arms-Acc/Dmg/Rchg(40)
    Level 41: Spirit Shark -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(42), KinCrsh-Rchg/KB(43), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(46)
    Level 44: Arctic Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Bile Spray -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Tactical Training: Assault -- EndRdx-I(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3), P'Shift-End%(5)
    Level 1: Brawl -- Empty(A)
    Level 1: Conditioning
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    ------------
    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 6.75% Defense(Psionic)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 4.5% Max End
    • 4% Enhancement(Heal)
    • 103.8% Enhancement(RechargeTime)
    • 58% Enhancement(Accuracy)
    • 80.32 HP (7.5%) HitPoints
    • Knockback (Mag -7)
    • Knockup (Mag -7)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 7.2%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 7.2%
    • 18% (0.32 End/sec) Recovery
    • 52% (2.78 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 8.51% Resistance(Fire)
    • 8.51% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3% RunSpeed



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  3. Quote:
    Originally Posted by Gospel_NA View Post
    I like how you're trying to tell me what I was thinking. You're not doing a very good job at getting it right though. I'm clearly not bothered that you aren't convinced.
    Zem doesn't seem to be trying to tell you what you're thinking. What Zem is doing, is taking in what you have said, and processing it, and telling you how he interpreted it. There's no need to be verbally assertive towards others for doing this. Just re read your own posts, and think if you left something out in them or wrote them assuming other people would interpret them in some other way than what Zem has, because I agree with that interpretation. It does seem like you are looking for a "best" stalker, or some sort of super stalker that surpases all other stalker combinations.
  4. Quote:
    Originally Posted by Katie V View Post
    That was Arcanaville's I7 analysis of scrapper secondaries.

    Executive summary: Regen had the highest "immortality line" and three-minute survival, while SR had the highest 30-second survival. The analysis did not include the effects of pool powers, which hits SR harder than the others (you can softcap SR on SOs and pool powers). If you look at the "peak performance" numbers (equivalent to softcapped SR), SR is the best scrapper secondary for 180-second survival as well, followed by Dark and Invulnerabilty, with Regen lagging far behind.

    Basically, Invulnerability, SR, and to a lesser extent Dark scale with incoming damage, while Regen doesn't.
    That was on a scrapper's protection though. One would think that since regen is hp based, as to say more hp means more regen, that it would scale better on a tank, right? And if it was I7, then it had old MoG, if I'm remembering updates correctly.
  5. Quote:
    Originally Posted by Intrinsic View Post
    Regen would offer worse survivability under heavy fire than other sets. Also, unless it's changed (again) recently, regen has no defense plus no debuff resistance. That means the regen tanker gets hit for full effect with every endurance drain, to-hit debuff, defense debuff, recharge debuff, etc. It would be a very frustrating set to play IMO.
    Neither does FA and it's a very popular set. I'm not saying that regen would be the best set in the world, but it would be playable. And besides, think of what potential it could have with IOs. If you managed to cap it's defense to s/l/e/n (very doable now when paired with /MA) then added on the crazy regen and capped hps that a tank would get, you get a nigh unkillable beast. And IH at lvl 18? Yes please.

    P.S. almost hit submit reply and this popped into my head. I forget who (Werner, Arcanaville, Claws, Dechs, etc...someone who is a well known foum guru) but someone posted a statistical analysis of armor sets and showed that on SOs alone regen was either the top performer, or at least very close. That would make it great for all the new F2P players.
  6. Quote:
    Originally Posted by Aett_Thorn View Post
    Resilience would give you, slotted, 19.51% resistance. And DP and Reconstruction are either reactionary help (used after the alpha strike, unless you've got very good timing), or DP is used to just give you more HP, and therefore can't be used after the alpha strike, but doesn't help all that much with spike damage.

    Tough and Weave, I'll grant you, but I hate having to assume that a Tanker set would need those two powers to perform it's role.


    I still think the set would have a lot more issues than other sets when taking an alpha.
    I was thinking of DP as prevention, and an extra 60% health on a tanker is over 1000 hp. That's gonna give you some time on the alpha strike. And more time means more regenerating. And as for tough/weave, I usually take them on all my melee characters. Well, I take them on a lot of my characters. In fact, anything that would be able to get through the 1000 hp from DP and the extra regen would probably take down any tank with another primary who didn't decide to take tough/weave. To me, that's like saying a tank shouldn't have to have any set bonuses or outside buffs to perform its role, and with today's expectations, that isn't happening either.
  7. Quote:
    Originally Posted by Aett_Thorn View Post
    Both!

    Our higher base and Max HP values would be a boon to the regen and healing abilities. However, ability to take an alpha strike would be ridiculously low until you got to level 32 and got Moment of Glory.
    No, with resiliance's new numbers, tough/weave, DP, and reconstruction, you'd be fie on alpha strikes.
  8. I'm shocked that Local Man hasn't come by yet. CC should be slotted for max hold duration and max endurance reduction (or at least close, Hold is the primary goal). After that, if you have room to add the Lockdown proc, throw it in too, as it helps a lot in CC. You can use sets, but I highly reccamend throwing in a basic IO of hold, end redux, or a different set's end/hold slot after a 4 slot bonus, so you max out the stats.
  9. Pyro_Master_NA

    Ice Brutes

    Quote:
    Originally Posted by Mint View Post
    If brutes got Ice armor would that help brutes at any lvl?

    I saw some people talking about them wanting brutes to get ice armor, like it would be very helpful for a brute but I dont see how. How could it be oh so "cool"? hehe
    There are many reasons, but the main ones are that people want it for thematic reasons, people wanted a type defense based set that was worth playing (this is less so now with EA revamp), and people wanted it because it was originally going to be given to brutes way back when CoV first came out, and when the devs decided to take it out, it rubbed some folks the wrong way.
  10. One of my favorite things to do at 30 was the Ouroboros tfs. I can't think of his name right now, but the one with the goggles has a fun one. If you can manage to beat Nosferatu, then the rest is a cake walk, and the last fight against the 3 ebs/avs is a lot of fun. I always feel like a champ when I'm done. I usually solo it and use a ton of insps, but duoing them as AVs with a pair of emp/son was the ultimate badassery for me. Mainly because all the NPC dialogue makes it feel like you're actually fighting someone rather than just fighting a big red health bar.
  11. Quote:
    Originally Posted by Silas View Post
    The tricky part of that is actually getting him to spawn. I don't know how his hp compares to normal AVs, but I'd bet an Ill/Cold could solo him given time. Could probably even solo him quickly with Lore pets.

    When Kahlan and I duoed the MS raid U'Kon only took a while to kill because he was running all over the place. If either of us could have held him in place I bet we'd have dropped him in a fraction of the time.

    PA solves that issue handily.
    I remember hearing of this a while back, but I forget what powers the 2 characters had. Could you refresh my memory?
  12. Quote:
    Originally Posted by Silas View Post
    Okay, boring as a super boring thing.
    As boring as not being strong and pretty.
  13. Quote:
    Originally Posted by GavinRuneblade View Post
    Bosses are supposedly a serious challenge for 1 hero, EB's were intended to need 4 heroes to defeat (as you are told in at least one of the lowest-level missions that has one, that being the vampyre in port oaks).

    Power has obviously risen since the original design, but still, don't limit your thinking based on what people can do. Devs think EBs and some bosses are team challenges. I strongly suspect that's why you have the option to turn bosses off.
    Pft. Go to AE and just type in the word challenge. You'll find some EBs that can give you a run for your money 1v1. Yeah yeah, I know, the devs didn't make those enemies, but the mechanics are clearly there for EBs and bosses to be made more difficult when the playerbase is doing it.
  14. Why be a stalker? To form your own team of 8 stalkers and become super scrappers! Get 8 players with a 31% crit rate and the ability to AS half the mob all at once, or get a huge lightning storm going and stay hidden so you can 8 man AS the next mob.

    Never personally tried this, but now I really want to :P
  15. Quote:
    Originally Posted by Madadh View Post
    Ah. If the carefully constructed thought experiment scenario was one designed to either prove, or disprove healing as best form defeat prevention then....

    1) I don't think the scenario is the best for proving or disproving this.

    2) I totally can't be bothered to come up with a better one, though, as I think it's just madness and folly to even debate this one. I think almost everyone knows buffs are more effective, and by a fairly wide margin.

    3) If I was going to come up way to prove this, it would be to forgo any 'scenario' and figure what's the max healing/time period possible by the best healing sets in the game. Then figure out of a what the max incoming damage is likely to be. And then compare the healing to proactive mitigation and what sorts of numbers proactive prevention might add up to. But that sounds like too much math for me..
    Not sure where the 2 rikti boss scenario was first mentioned, I'll read back in a bit and check. But either way, it's like you said, buffing is known to be far more useful than straight healing.
  16. Quote:
    Originally Posted by Doomguide View Post
    Oh I'd say if the Blaster was attacking, moving and otherwise acting remotely like he wanted to live and had anywhere near capped resists I'd be able to keep the Blaster alive with just healing (and assuming the aggro stayed on the Blaster). Of course, let me use my buffs and it reaches certainty if they still have the resistance. And it's probably near a certainty even if our Blaster doesn't have anything other than my buffs, of course, as the likelyhood of two simultaneously synched hits on an active Emp BUFFED Blaster (30% defense and 1000% regen from AB alone to 2000% for about 90 of every 120 seconds) who is only worrying about 2 foes is, about as likely as a some proverbial pigs or snowballs. Which, of course, is the whole point ... no resistance, no other buffs and I will have trouble even if it is doable. With buffs and it becomes more a question of how fast the blaster destroys the two bosses rather than IF he lives.
    You seem to be defending (no pun intended) empathy here. The debate at hand originated from a post by EvilRyu, in which he stated healing was the best form of defeat prevention. No one here is saying empathy can't or shouldn't buff. I agree that an empath can keep a squishy alive through a lot more than just 2 rikti bosses, but Ryu was suggesting that healing alone would do the trick, and that is where the debate began.
  17. Quote:
    Originally Posted by MisterD View Post
    Wouldnt go with DP/dark myself. Soul Drain would be nice, yes, but it means you have to enter melee, click an attack, get aggro..ALL before firing off Hail of Bullets. Where, if you had BU, you can fire that as you run in.
    Grab spring attack and fire off SD when they're on the floor.
  18. Quote:
    Originally Posted by Madadh View Post
    Well, to be technically accurate.... Since we're thinking about hypothetical longshots (ie blaster with no def, res, or active mitigation of his own, and just standing there after gaining aggro, and they both hit at the exact same instant) than any amount of def might well not matter, as there is a chance of both hitting. And that chance doesn't fall to zero no matter how buffed his defense got. So def buffage isn't an automatic saviour either. But the res buffs might save him. If there were big enough +res buffs, they'd at least allow him to survive the first 2 simultaneous attacks, guarenteed. A KB or repel attack might save him, too.
    My thought was that the blaster would be attacking, and the defense would greatly increase his odds of killing them before they kill him. And at a 75% cap, I'm not sure if res alone would do it. Probably better than JUST healing, but not too far ahead with their low HP.
  19. Quote:
    Originally Posted by Local_Man View Post
    World of Confusion, however, sucks. The radius is to small and the pulses of confusion are too short. A few folks use it as a mule for the somewhat-less-expensive-for-a-purple-set Coersive Persuation set, but it really is not worth taking.
    With the Coersive Persuation proc, WoC can actually affect quite a few enemies. My frad has 3 current builds, one for AV/GM soloing, one for AoE damage, and one for maximum control potential. The control one I went with psi for tornado's KU and for WoC. Anything that didn't get stunned, held, or defeated, is in the process of defeating it's teamates.
  20. Quote:
    Originally Posted by MAD UMLAUTS View Post
    And them hitting on the exact same server tick happens all the time. Also blasters are stupid easy to hp cap
    All he's trying to say is that "nothing but healing" won't keep the blaster alive. But, defense and or resistance buffs would keep the blaster alive.
  21. Quote:
    Originally Posted by EvilRyu View Post
    People always try to down play healing in this game when its has always been the best damage mitigation. As long as your reaction time is good it will serve you well regardless of the situation so long as there is no -heal being thrown around.
    Uhhh what? Go give a blaster both ff bubbles and have him stand under the dispersion bubble and aggro 3 bosses. Now have him with no bubs or dispersion bubble aggro the same 3 bosses and have a heal only emp standing by. Tell me what happens. I'm betting 2 billion that the bubbled blaster lives longer. And the blaster can't have any defense bonus IOs or insps used, and must be facing level 50 bosses of the same enemy types. Video the emp supported one outlasting the bubled one and I will email you the 2bil personally.
  22. Just be sure to use the insps rapidly with the F1-F4 keys and click buy at the same time on your mouse, it saves time and keeps them on longer in the mish. The insp vender is to the left of the mish entrance when you are facing it from the computers.
  23. Quote:
    Originally Posted by Dz131 View Post
    I know /traps is probably the few secondary with a >500% degen, are there others? cos It looks like those GMs are still pretty impossible to solo even with -500% on them.
    Nah, it's not so bad. If my frad troller can do it, I'm sure others can do it even faster. Mine isn't IO'd out quite as much as I'd like, and I don't even have interface or destiny on him. And I had taken a few weeks off of the game and forgot to use Judgement when it was up until he was almost down. I used Lore pets, but since Eochai kept running around, they despawned by the time he was at about half health, so I know I could have done it (slower) without them.

    *and his lore pets are Clockwork radial? Clockwork mender untouchable and a Dismantler. I think it's radial t4. Only went up to 4 actually cause I got a VR drop on my 2nd or 3rd run. Haven't done much incarnates at all due to altism on new lowbies.
  24. Quote:
    Originally Posted by Necrotech_Master View Post
    you said the 94hp/sec was the regen, to overcome that regen you need about 184 dmg per sec

    in the post i linked the pets with 184 dps or greater were able to effectively solo the AV without any help
    Well if they regen 94, then you only "need" 95 dps to overcome it, but that will take forever. So I'm assuming you mean 184 dps on the pets would solo the AV within the pet's time limit.
  25. Quote:
    Originally Posted by Necrotech_Master View Post
    there was a very large thread from a little while ago that went through and calculated all of the lore pets DPS using a rikti pylon, 184 dps was the minimum number to beat the AV regen

    (i couldnt find the thread started about it but i did find the results data in the rikti pylon results thread, their post about it is here)
    Hmm, not sure where I was thinking 90s from then. Or wait, is that the dps needed to take them down before the pet auto despawns?