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Posts
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Joined
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Quote:*shrug* I guess it does sound annoying, and that is very much a YMMV kind of thing, but personally I find it about as annoying and about as reflexive as having to press W to move forward. Which is to say, it's not annoying, I don't even think about it. I'm sure it would take some getting used to, though.
I can't use Numina/Miracle to justify the cost of Ninja Run, most of my builds are already using that endurance for something else
Sigh. I use the directional keys with my right hand to move. So another things im not doing right.haha.
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Quote:It's one of those powers that can benefit you in several minute ways, and I almost always pick it up..
It's useful for when building towards the defense cap, sure it doesn't provide a stellar amount of defense, but 2-3% can make a large difference once you get closer to the cap.
My squishies love it for the Immobilize protection, as well as an easy slot for KB protection IO.
An easy mule for LotG - 7.5% Recharge, a useable mule with benefits at that!
The Jumping speed/control lets you maneuver around during battle much easier for positioning purposes. Granted this is more helpful to some builds/players than others. The jumping boost also lets you "Bunny Hop" around which is usually enough to keep up with the team.
The End cost to run it is practically non-existent.
For my squishies I usually end up 2 slotting it, 1 LotG and 1 KB protection, toss in a LotG Defense IO in there if I'm building for the soft cap.
So, for one power and 2 allocated slots we get; (assuming 2 slotted LotG, and KB protection)
3~% Defense
7.5% Global recharge
10% Regen
Immob Protection
KB Protection
Better in-battle Maneuvering
Virtually no END cost
Not too shabby if you ask me.
Oh I completely agree with you it has a lot of uses mule wise. Being a MIDS junkie I can tell that easily. But before if I was working towards soft capped S/L, which on most toons is the goal, I'd take leadership. Maneuvers provides more def and tactics holds rectified recticles for even more S/L def. Off the top of my head I can think of one Brutes whose build is going to have to change a bit. Right now it has fly to travel but no hover for combat as 1: didnt have room and 2:hover fighting negates the ability to burn. I may have to switch to super jump or something. I dunno.
I think I'll have to go look at the UI set up thread and see where people are placing these toggles for easiest access. -
ok, so opened up a third build on a scrapper and took CJ. It was meh. I mean yeah the suppression isnt there so I get that. I can see why people would like that. But sprint+CJ is 20mph less than sprint+NR. I didnt like that. I felt slow, like a granite armor.
I guess I'll have to play around with where I keep my travel toggles at. Cause right now sprint and ninja run go on my top row with my other toggles. Sort of a set and forget row that only gets attention when I eat it and previously when I would sign in.
I'm not sure what I'm going to do for speed with my melees as I detest SS like how a lot of people detest hasten. Checked MIDS and apparently CJ toggles off Super Jump. So I guess there would be suppression there as well? I'm just going to have to learn to be ok with being slow I guess.
So yeah, no supression with combat jumping. so you jump right over to the next critter and I would show up a second later with NJ. Not that big of a diff, but if the next critter is down the street during a LAM I'm going to get to it first (not counting those super speeders). The only thing that bugs me is, again example is during a lam, going to a mob and turning off NJ. Mobs dead, retoggle NJ and run to next mob and than turn off NJ. Rinse and Repeat. Sounds annoying. -
So than whats the general combination? Just combat jumping and sprint? I feel like I would be behind the pack if I did that. But I'll have to switch to a second build on one of my toons and pick it up to see what all the fuss is about.
I know on my main, even tho its a Dom, I tend to run ahead of the pack. Locking things down by the time the group gets there or run off on my own during Lam and take out weapons/acids solo.
Here's a nice bit of info tho, numina proc and miracle give you .42 end recovery at base 100 End. Ninja run costs .46 end. So pretty much negated right there. Dunno how common those are amongst players but every single one of my toons gets those IO's at some point. -
The general consensus is ninja run is horrible cause of its end cost. I personally love having movement/speed when running around during TPN or From cache to cache during LAM and so on. I also never took combat jumping until after I had ninja run. When I saw it detoggled it I never took combat jumping again. Tho apparently its really popular as seen in the what power pools do you take thread. So to each their own i guess.
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Quote:Tested out the 2nd SATO dom proc (2 ppm). In an 8s rchg (your ST hold or in my case subdue) I was getting a good number of procs. The pet doesn't last very long and overall it's pretty passive, it just stands near enemies and deals about 10-11 dmg to them every 2 seconds. I'd typically have about 2 of them up, and I would occasionally spike up to 5 pets as shown below.
They look awesome and on my Mind/Fire they fit with theme. Whats your thoughts on them? Would you keep or pass? I'll have to look over my Mains build and see what I can switch around. -
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Can we get our hands on the new set on Beta? I thought it was just the info on them. And being a Mind dom, I dont mess with (or get for that matter) Immobs as I deal with better controls. :P
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With the Dom and Troller procs having such a low ppm would putting these in an AOE be ok? I can only fit the proc on the AOE sleep on my Dom.
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Whats this about pvp?
Sent you a PM Reppu. -
Sent a PM your way Dread. If you could look it over and give your opinion please.
Edit: My secondary is fire assault. -
I have 1 respec left on my main, so essentially I want my build to be finalized after this next one. My question is, say there was a 1ppm proc
, would it be ok to put it in a AOE power? I know AOE's are bad for them but since it's only going to go off once in a minute the chances would be higher correct?
Currently on my Dom, All my single target controls are 6 slotted and filled. Only place I have left for an ATO proc, if there is ever another one, is my mass sleep as its only 5 slotted right now.
Just want to know if I should move a slot over to mass hypnosis when I respec soon. If its even worth it. Dunno the mchanics or formula for ppms but mass hypnosis has a base recharge of 45 and it says its up every 23, but its much faster than that cause of my massive recharge. -
Here is the build I want to eventually have.
768% passive regen.
47% S/L defense. So also softcapped.
130% haste. So the same.
I traded less resists for more recovery.
All in all your build is great. Very similar to what I've done as far as numbers wise just a couple different IO choices. I really had to push my build to reach the same amount of passive regeneration as yours, and just barely passed it. Having said that tho, you could easily blow mine out of the water and get yourself a 20% increase to passive regen by adding a 2nd LotG to Moment of Glory and Combat jumping. Plus an additional 7% by putting a +5 boosted health IO into Fast healing. So you would be at 793% passive regen. But again, nothing is wrong with your build, its very well put together.
Been waiting a while to see your "master" build so i could compare it to my own. Granted my scrapper doesnt have priority at the moment and has taken the backseat to a couple new 50's I'm trying to get IO's on.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (43) Numina's Convalescence - Heal
- (48) Healing IO
- (A) Kinetic Combat - Accuracy/Damage
- (15) Kinetic Combat - Damage/Endurance
- (17) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Damage/Endurance/Recharge
- (45) Achilles' Heel - Chance for Res Debuff
- (A) Armageddon - Chance for Fire Damage
- (7) Armageddon - Damage/Endurance
- (7) Armageddon - Accuracy/Recharge
- (9) Armageddon - Accuracy/Damage/Recharge
- (9) Armageddon - Damage/Recharge
- (11) Fury of the Gladiator - Chance for Res Debuff
- (A) Scrapper's Strike - Accuracy/Damage
- (11) Scrapper's Strike - Damage/Recharge
- (13) Scrapper's Strike - Accuracy/Damage/Recharge
- (25) Rectified Reticle - To Hit Buff
- (27) Rectified Reticle - To Hit Buff/Recharge
- (A) Doctored Wounds - Recharge
- (33) Doctored Wounds - Heal
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (34) Doctored Wounds - Heal/Endurance
- (34) Doctored Wounds - Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (31) Performance Shifter - EndMod
- (33) Endurance Modification IO
- (A) Doctored Wounds - Recharge
- (36) Doctored Wounds - Heal
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (37) Doctored Wounds - Heal/Endurance
- (37) Doctored Wounds - Endurance/Recharge
- (A) Doctored Wounds - Recharge
- (42) Doctored Wounds - Heal
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Heal/Endurance
- (43) Doctored Wounds - Endurance/Recharge
- (A) Apocalypse - Chance of Damage(Negative)
- (29) Apocalypse - Accuracy/Damage/Recharge
- (40) Devastation - Accuracy/Damage/Recharge
- (40) Devastation - Damage/Recharge
- (40) Entropic Chaos - Accuracy/Damage
- (50) Entropic Chaos - Damage/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (21) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (23) Kinetic Combat - Knockdown Bonus
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Doctored Wounds - Recharge
- (37) Doctored Wounds - Heal
- (39) Doctored Wounds - Heal/Endurance/Recharge
- (39) Doctored Wounds - Heal/Endurance
- (39) Doctored Wounds - Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (A) Rectified Reticle - To Hit Buff
- (36) Rectified Reticle - To Hit Buff/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Recharge
- (A) Numina's Convalescence - Heal
- (43) Numina's Convalescence - Heal/Endurance
- (46) Performance Shifter - Chance for +End
- (48) Performance Shifter - EndMod
- (A) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
- (45) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
- (45) Superior Scrapper's Strike - Damage/Endurance/Recharge
- (A) Rectified Reticle - To Hit Buff
- (48) Rectified Reticle - To Hit Buff/Recharge
- (A) Luck of the Gambler - Recharge Speed
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (29) Regenerative Tissue - +Regeneration
- (50) Panacea - +Hit Points/Endurance
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (31) Performance Shifter - EndMod
- (31) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint- (A) Empty
- (A) Empty
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Set Bonus Totals:- 37.88% Defense(Smashing)
- 37.88% Defense(Lethal)
- 6% Defense(Fire)
- 6% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 21.94% Defense(Melee)
- 6% Defense(Ranged)
- 6% Defense(AoE)
- 15% Enhancement(Accuracy)
- 60% Enhancement(RechargeTime)
- 16% Enhancement(Heal)
- 15% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 13.75%
- MezResist(Terrorized) 8.8%
- 4% (0.07 End/sec) Recovery
- 92% (5.13 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 15% RunSpeed
- 36% ModifyEffect PlayerCrit
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Going to bed in a minute so I'll have to take a closer look at this later compared to the build I want to eventually have on my my claws/regen. I will say I'm surprised you took shockwave as I could have sworn you advocated against it when giving advice since the knock back messes with your damage output.
One question off the top of my head, why the eradication trips? You really want that 6% E/N defense? -
Whenever I've fought a council vamp they have always shot at me with ranged attacks and controls. Seems more like a Dom.
Having said that, since your breaking away so much from what a council vamp is it really shouldnt matter what you pick.
Now if you want advice on what sets are better, I'd go with dark. Both sets offer no defense so they take a lot of funding to make up for that but at least dark gives you resistance in the mean time. Plus it gives you mez auras which at least kinda makes you council vamp like.
Regen is a very hard set to use and you will eat it plenty of times on the way to 50. Which isnt usually the case with brutes. Granted my experience is with a scrapper so you'll have higher passive regen but i doubt that would make a huge difference. -
59% on both S/L and E/N. Good luck. All of your set bonus will have to be used for that, so say goodbye to any extra recharge. Even than It will probably be difficult.
I worked my Invulnerable brute to soft cap for both. Anything extra the league can usually provide you. Very rare for there to not be some type of shield, barrier, or maneuvers available. -
Quote:I'd like to respectfully request that you guys please stop posting spoilers in this thread, even ones disguised with abbreviations.
If your ever interested in a movie, show, game, book, anything. Don't go on forums where they talk about said subject. Seems to be the general rule of things. People obviously want to talk about the last/newest/shocking thing that happened in whatever series and bounce theories off each other.
Common sense.
Quote:mousedroid's request is probably fair, given this is a discussion thread for the TV series and not the books...
I personally havent read the books. Did a little research and saw how long it takes this person to write. Dont like the idea of finishing a book and than not being able to get back into that world for years. -
I guess its just the min/max'er in me. Every toon (of mine) needs to be eventually softcapped and than built for the most recharge you can get in. Because of that, things that provide recharge or Def/LotG slots are musts.
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Quote:Never said costume pieces dictate how a trial is formed. Only mentioned that while standing around in a group while whoever has star is handling business I wouldnt be looking around at everyone's hair. AND, if you would have looked at the next group of sentences and taken 2 seconds to read the whole of my post I mentioned not only is the hair idea not a bad one, but also suggested a "better" use for an anchor point if there was only one left to use, which there isnt.And? Are you implying that there *IS* some costume item that will have an impact when forming trials and they should use the last anchor point for that? The anchor point pertains ONLY to costumes and has no impact on game mechanics. If you have a better use to suggest, please do. But to mention trial teams is just being silly.
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Quote:People don't like it because of the horrid uncustomizable hand glow it forces upon your character.
I hate it too, but I'm not going to gimp my character over such a reason as making my character look less "pretty"
I like your thinking Dread. I would have assumed more would be of the same thought. -
Metaphorically speaking, if there was only 1 anchor point left, I'd choose something else over this. I don't have very many female toons and honestly, no ones going to be paying attention to your hair ladies. When a trial is being formed I'm not going to look around at people thinking "oh hey, I like their hair".
Not saying its not a good idea. It would be a nice something extra to have. But thats really all it is. What this game really needs are robes. Actual leg coverings. Think circle of thorns. Which would translate into dresses for the females.Win/win
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I'm surprised that so many people dislike hasten. I would have figured it would be the new "fitness". Recharge makes builds better. period.
I also find it strange that so many people take CJ as I would never take it. it turns off ninja run.
I like my increased mobility. The only time sprint/ninja run is off is during battles like in BAF where there isnt much movement. Also, and im sure the numbers arent the same across AT's, but Maneuvers gives more defense than CJ. Yes, more End cost to it but I'm someone who gives every single toon Numina, Miracle, and P Shift procs. Which im sure isnt standard across the player base. -
The great thing about Champion is that once you choose which one you'd like to do, I have no doubt many people would gladly step up to help you.
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It's a nice build definitely. Congrats on keeping S/L and E/N softcapped while keeping all your power choices. Also noticed you kept the force feedback proc.