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Posts
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Joined
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Quote:Actually, the 1.88% Ranged, and half for en/neg IS as existing set bonus. It's "Improved Ranged Energy Negative 2" and its on quite a few things, one of the knockback sets, sting of the manticore among others... and the 1.88% AoE is in the a targetted AoE set and a heal set, as "Improved AoE Fire Cold 2"The problem is that those weren't existing set bonuses. So, rather than create and code new ones, what they did was change it from "Improved Ranged Energy Negative 4" (the best one) to "Improved Ranged Energy Negative 1" (the weakest one). I agree that this was a bit harsh--they literally nerfed it as much as they could--but reducing it to the 2nd or 3rd level wouldn't have really made much impact.
Not that any of my most powerful characters were impacted much anyway. Like Heraclea said above, I've never been one to slot non-essential enhancements just for set bonuses, except in some very gimmicky builds. My melee toons are all built for max enhancement of every combat-vital attribute and THEN set bonuses, and as a result, none of my melee toons are even fazed by this nerf. My SD/SS tanker, for instance, just canned SJ for Ninja Run, moved some slots around, and winds up having more passive regen (up to 42 hp/sec from 41), better endurance efficiency, and a couple more single-target DPS. Before the nerf I was able to solo 5 AVs concurrently on this tank, and after it I expect I shall go for 6.
Ironically it's my marginal builds that were most hurt by this nerf, ones that weren't vastly overpowered to begin with. But that's par for the course.
(<-- has already adjusted his mids) -
Quote:It's fine if you see it as dubious, but on any toon that will get -KB, the kismet + to-hit, a stealth proc or the steadfast +def I always get it into their build as soon as possible. They're generally the first IOs I slot as they will provide immediate results all by themselves.That's fine if you have CJ and truly do run it all the time, but that's not something you can count on everyone doing. I don't even HAVE CJ on any of my tanks.
The "you get TH too late" argument seems a little dubious, too, since most players don't begin buying set IOs until the late 20s or 30s at the earliest.
Case in point, I have a lvl 44 elec/Elec tank with exactly 2 IOs. A -KB in Grounded, which I slotted in the teens, as I hate being Knocked back while jumping, or god forbid using thunderstrike (it does happen) and the Kismet in CJ, also slotted in the teens when beginners luck was wearing off. I also have a lvl 30 blaster with only 1 IO, an unbound leap stealth IO which I slotted in the early 20s to combine with the stealth power from the Devices set. I have numerous other examples, EM/Ninjitsu Stalker and Fire/Fire brute who both had -KB IOs before lvl 20, and so on. -
In a respec build, yeah, sure, in a level up build i like to put it in CJ, since you dont get TH until 26, which is why i always slap it in there. And the difference between the two is nominal at best. if I have a toon with CJ, it is ALWAYS on unless im using SJ or NR (non combat travel).
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Happy we could help you 9783, enjoy the wonders of softcapped invuln... its a beautiful thing
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Quote:The kismet unique is fairly inexpensive, around 20 mil if I remember correctly, less if you're patient. another option for Invincibility is the enzyme Hami-O, because of the way defense and to hit buffs work 3 of them will actually give you the same end and to hit values, but higher defensive values, and they're usually just a tad cheaper.On reflection, you're right about pulling the 6th slot from Energy Transfer - the 6th Crushing Impact is not doing very much for this build. Torn between putting the 5th slot in Barrage vs. returning the 5th Aegis in Unyielding for aoe and fire/cold def, or making room for Kismet global +tohit in Invincibility. You seem to really like Performance Shifter proc, but a 20% chance for +10 endurance every 10s works out to around 0.2 end/sec, which while meaningful I don't value as highly.
Kismet unique might be the best choice there, though I'll have to look at the price on that one. One advantage to going for the fourth slot in Invincibility is it'll help the slotting a bit until I can afford the Cytoskeletons. Looked at what I had hami-O wise from my old build - 5 dam/mez, 3 dam/range, a dam/acc, and a resist/end; the Ribosome there apparently is the only one currently valued highly, but if I get the 200-300M that it's going for now it should finance the bulk of this build, with future savings going towards the Cytoskeletons and merits going for the LotG globals. I'm looking forward to putting it together.
I'm continually trying to find room for the perf shifter proc because I really believe you're going to have endurance issues with only a 1.48 end/s gain with all toggles running. I always shoot for at least 2 end/s, except for specialized builds (my arch/mm blaster with Drain Psyche, or my elec/elec tank with power sink)
What about this build? I swapped out the sets on Whirling hands to get you more E/N def, and end and rec, traded unstoppable (you won't need it on a soft capped invuln) for conserve power, which you mentioned in your OP that you would like to take, and removed one slot from it to add the kismet to CJ so its pretty much always available to you. It will be perma as long as CJ is toggles on, which should be anytime you're not using SJ. Traded the lvl 40 A/D/R in your attacks for lvl 50 CI A/D/E, its a bit slower recharge, but the end reduction will make a huge difference for you. If the recharge is that important to you then use lvl 50 A/D/R CIs, still better numbers than the lvl 40s from Focused Smite. I was putting focused smites in there using the A/R/E to fill the holes left by smashing haymaker, but again, its all to taste. I'm not loving the end slotting on Whirling hands, but everything else you're getting from those sets is so nice I think it's worth it (personal preference).
Lastly I dropped swift for hurdle again, I can't stress enough how much of a difference this will make for CJs movement as well as SJ, especially if you go for lower level BotZ IOs for exemping. But again, just personal preference.
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Here's a slightly reworked version of the build you posted. I took two slots from Unyielding, and added them to invincibility (for the kismet +6% to-hit) and Stamina (for the chance for +end proc). these will help you far more then 3% psi and toxic resists.
I removed the -kb from CJ and SJ, as the Fire/Cold def just isn't that important, and those are rather pricey and added them to barrage and Bone smasher to get you more acc/end/rech slotting.
I took the sixth slot from ET and moved it to TF so they're now both 5 slotted with Crushing Impact, skipping the Acc/dmg.
also, make sure when building this to take the exemping rules into account for your sets, make sure to get the res slow proc from winter's gift as low as possible, as you will lose it's effect if you are more than 3 levels below the enhancement level, whether you have the power available or not. The same goes for the Blessing of the Zephyr and Luck of the Gambler IOs
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Well, I'm a little bored today so I threw (and I mean THREW) a build together, trying to keep as close to your build (power selection wise) as possible, while also keeping the costs WAY down (the only really expensive IOs in the set are the 2 cytos, but I was under the impression you already had them).
This build is meant as nothing other than a starting point for you. I'm sure there are a TON of improvements that could be made, but it does show you how easy it is to get to the softcap to S/L with 1 in range of invincibility and very very close for E/N (a second enemy in invincibility range will get you there). F/C is off, but not at all a big deal, as those damage types are so rare, and a good number will be covered by the S/L def anyway.
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When you get a build put together, feel free to post it and I and others who are familiar with the set can give it a once-over to try and help you fine tune it. As for the carnies, yes, +3 bosses hurt, but my main problem with them has always been the ring mistresses' god-awful Mask of Vitiation... which has to pass a to-hit check, and is (if I remember correctly) neg nrg. Being soft capped I rarely get hit by it, making the entire encounter that much easier.
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Here's CMA's guide:
http://boards.cityofheroes.com/showthread.php?t=126983 -
My main is an Inv/WM tank with two builds. The first is a build is somewhat similar to yours, focusing on recharge and Psi resistance/defense. The second is soft capped to all S/L/F/C/E/N with 1 foe in range of invincibility.
The second build (soft capped) is far, FAR more effective than the first against everything but Wisps in the shadow shard and the 2 all psi damage missions with Malaise and the evil numina (who's name escapes me). Especially so on things like the STF.
Before you spend the time and effort putting this build together I would strongly suggest you take a look at Call Me Awesome's guide to soft capping an invuln tanker. I don't have the lin at the moment but I will try and find it for you if you can't track it down.
One of the most depressing times playing this game was seeing my second (soft capped) build outperform my primary build (which has 4 purple sets to boot) by a very large margin. as a point of reference my psi build has around 5 bil worth of enhancements in it (by today's standards) and the soft capped build cost me under 300 million...
the psi hole just isnt that big of a deal, even against rikti and carnies, since no other damage type is goingg to get through (generally speaking) -
Sanc, I never claimed you were using FA in your build, simply pointing out that the proposed build, which claimed lower end usage, actually has higher end usage than the previous one posted by Mr. Enigma. Unless of course you had toggled on FA in Mr. E's build, something he claims he doesn't do in game, completely invalidating the comparison. And the 6 LotG +7.5% Rech IOs is still an issue, since the 6th one doesn't do anything.
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Quote:Which is why i verified by un-toggling PF and watched it drop from 42.6% ranged to 38.8% ranged. I also checked my db, and it's right.The new Mid's fixes the PF bug. However, if you just installed over the top of your old installation and not uninstalled the previous / installed new version, you can occasionally get builds imported that looks at old database info, which can include the bug.
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If the bug still exists I don't know, I fixed it in my version, and if I turn off PF your ranged goes down to 38 and change.
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Quote:Santorican, looking at this build you seem to be 2.4% short of the softcap on ranged def......If I were to start from a clean slate, I'd sacrifice a bit of recharge and AoE in order to lower your endurance consumption, increase your regeneration and recovery as well as increase your ddr. You already have a ridiculous amount of AoE with TS, LR, SC so I swapped out Blaze for Body.
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Also, you've got 6 LotG +7.5% rech IOs, and your end consumption is higher (assuing Mr. Enigma's build leaves FA as a set mule, which he does)
And why no buildup? -
Lets just cut to the core of our arguement...
Quote:(But again, either there is logic behind the change, or it doesn't make sense, pick one or you're contradicting yourself.)
http://www.bing.com/Dictionary/searc...ic&FORM=DTPDIA
the second definition of the word:
"system or instance of reasoning: any system of, or an instance of, reasoning and inference"
Just because I disagree with the thought process that would lead one to decide to nerf the set, does not mean I'm incapable of comprehending said thought process.
Not upset, not even close, just tyring to phrase my arguement in a manner that everyone could understand, since my last attempt was so poorly received.
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Just because this sounds fun... Are you planning on getting the +HP accolades? If so that would affect slotting so we don't overun the HP cap.
The adjusted build I have here (the accolades would actually put you almost 200 HP over the cap)
Gets you to 175.5 HP/S with RttC fully slotted. Only 1387% regen, but far more HP, at 161.8%. It does however make haymaker, KB and FS useablealso, i switched resusticate for SoW so I could slot another resist set for 1.5% more HP and moved the Numinas into aid other (ditching the triage).
Anyway, take a look, if I went the wrong direction, or you intend to get those accolades, then this probably wont be any help to you.
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Quote:Looking everything over one more time the only change from Cyber's list I could really argue making is moving SR into it's own category as #1 in the SO/frankenslotting category. There really is no substitute for soft-cap defenses these days.I'd put SR higher than WP late game... it's as survivable on less inf as SD. Early game it's no contest, regen would be number one as far as I'm concerned with the defense sets struggling. WP is weaker in the low levels since one of the biggest problems is endurance and regen gets QR at 4 while WP waits until 20.
Once you manage to get a defense set above roughly 25% def it really starts to shine, but before that it's fairly weak.
My only experience with WP is with a Fire/WP brute I took to 50 but it struck me as being fairly squishy even with moderate IO bonuses. Admittedly I didn't have a real pimped out build for it due to finances redside and IO availability but it was a decent mid-range IO build. It felt squishier than my 2 regen scrappers (both 50, one BS/Reg, the other Spine/Reg) to say nothing of my BS/SD scrapper.
So... if I were rolling a new scrapper I'd have to decide what I intended. If I wanted to try a primary I hadn't played and didn't know if I'd take it the distance? Regen is my top choice since it's strongest early. If I'm looking for a late game powerhouse then Shield is the top choice. Invuln would be a good choice in the mid-game, particularly with moderate IO bonuses added in. Frankly WP wouldn't likely make the cut with me... having taken that Fire/WP brute to 50 it just didn't show me any real reason to take it over other choices. Of course YMMV but that's the feeling I got from the set.
CMA, on the WP front, I do agree (again, coming from a Brute perspective, but the base #s are the same so it's still valid) that WP doesn't seem to be as awe-inspiring as some make it out to be. for the longest time my brute was running mid level stuff and just seemed far too squishy. However, once you really pimp the thing out (my brute now has 4 sets of Kinetic Combat, which took months to acquire, and over 40% S/L def) it really is a beautiful thing.
I think the reason it's listed over SR, along with all the other sets is that SR 'pimped out' isn't that much better than frankenslotted (as long as its softcapped, which is easy). WP 'Pimped out' is far superior to frankenslotted WP.
Other than Quick Reflexes, or whatever its called, it doesn't have any other "tricks". WP is completely set and forget, gives you quick recovery and can be softcapped (at least to some things) on top of having good regen and even some decent resists, which you don't have with SR. Also, it has a near crash-less tier 9 that actually does something. Basically the "pimped out" rankings are based upon the extra "toys" sets bring to the table once soft-capped to at least S/L. -
It was changed to deleting your WW/BM inventory (and inf) 60 days after your account becomes inactive.
I have toons that have gone hundreds of days without being logged in (poor guys) who still have their WW/BM inventories. -
Quote:I'd have to agree with just about everything here.Leveling up:
1)Willpower/Regen
2)Invulnerability
3)Electric Armor/Fiery Aura
4)Dark Armor
5)SD/SR
Late/End Game - low level enh (so's or mild io's)
1)Willpower/SR/Inv
2)Dark Armor/Regen
3)SD
4)Electric Armor/Fiery Aura
End Game - Pimped Out
1)SD
2)Willpower/Inv
3)Dark Armor/Regen
4)SR
5)Electric Armor/Fiery Aura
Just my opinions, don't flip out if you don't agree, lol. *Note - I have not played electric armor on a scrapper, and haven't used it since the heal was added, just going by the numbers and seeing it in use by others on that set, so I could be off on that one. -
Quote:Do me a favor and look up the word "contradict". Saying I don't want something to happen, but understanding it is a possibility, is not the definition. Not even like a little bit.A nerf is a nerf by any other name, even if you call it 'balancing', lol.
And you seem to contradict yourself. In the first paragraph you plainly state that you 'assuredly don't want to see a nerf' and that it 'wouldn't make sense'. Then in the next paragraph you wouldn't be suprised to see the set 'balanced', then even suggest how it should be done.
I don't want X to happen, but I feel that over time, with certain factors being met, it could. How is my 'spit-balling' possible scenarios synonymous with calling for X to happen? Dude, use your logic.
Quote:I guess you could argue that the balancing is part nerf, part buff, but the overall effect would clearly nerf top end performance.
Quote:Good luck 'balancing' all of the sets for every single situation.
Quote:If you want to 'balance' sd for top end performance, then every other set will need to be 'balanced' for every other situation. See the problem?
Quote:Again, it's ok for SD to be the best top end performer, because it is clearly outperformed in many other instances. As I explained earlier, SD is already balanced in that it underperforms for most of its lifespan until it hits top end performance late game and with hefty IO investment.
I don't believe it would make sense to lower the top end performance of SD, for the reasons already mentioned by everyone, myself included. The fact that you and I don't feel it would make sense or be a good idea means exactly what to the developers again?
Quote:My suggestion for the devs would be to leave sets your customers clearly enjoy alone, and buff the sets nobody likes or plays. The result will be more happy customers, more money for the game, and a better, more robust game. Look at what the buff to dark melee did for that set. Also, perhaps they could start coming out with more IO's to benefit non-defensive builds more, or improve the ones already out there.
Furthermore, there's no reason to nerf for lack of difficulty now with the new difficulty rules. If you can't challenge yourself with the new difficulty slider and/or AE, you're doing it wrong.
Sure there are enemies that can kill a pimped out */SD scrapper, everything has its kryptonite after all, but the majority of enemies, on the absolute hardest settings? Yes, he MUST be doing it wrong.
In summary: Me no want change SD. Me think change SD bad. But me understand change could happen, and even see logic behind change, even though me disagree. -
Quote:Why do people who like competing sets feel compelled to call for nerfs to sets that challenge the set they like, lol? (based on "I can't help but think SD is due for some bat smacking")
Looking at 3 bil tricked out SD builds and calling for nerfs is insane, imo. It's true that at the top end, SD is the best secondary because you can fill it's defensive gaps with IO bonuses and it comes with the glorious offensive treat that is shield charge. But that is balanced by the fact that leveling up and with less than billionaire funds, SD underperforms defensively to competing sets (as it should, which is why it gets the offensive boost, shield charge, which still doesnt come until the end of the set), even you point that out in your last paragraph.
You're paying for end game power (at further considerable cost via IO investment) with leveling up comparative weakness. Then consider the fact most of the game is spent leveling up characters, and relatively few players engage in the 'power gamer' contests we see in this forum. For the average player, I wouldn't even suggest SD as one of the top secondaries to use, assuming average gameplay, because it doesn't get very good without expensive IO investment and doesn't come into it's own until late game.
Who's calling for nerfs? I have a tricked out DM/SD pylon/AV soloing scrapper (that I LOVE) and an SD/Ice tank (with two IO'd builds, one for tanking, one for farming). That's just as many SD toons as I have Invuln toons. I was simply adding onto a comparison begun by someone else. I most assuredly don't want to see a nerf. And as a point of fact I believe I stated that it wouldn't make sense since it is A) the newest Melee defense set and B) recently received a BUFF to SC, the power that is mistakenly pointed to as the reason for the set being OP.
In retrospect the beginning of that thought was a bit harsh, lets change that paragraph to something more like "I wouldn't be surprised if some 'balancing' were performed on the set. Maybe drop the buff from AAO slightly and marginally increase the def from BA and Deflection'. Or something along those lines. -
But lets not forget DP is activated when you want it to be, where as Active Defense needs to be (at the very least SHOULD be) set to auto fire, so it will interrupt your attack chain far more often than DP (unless you're doing something very wrong, or very right)
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Quote:Let's not forget the sweet sweet lovin that is Dull Pain. the only thing SD really lacks. And yes, DDR is only 50% on Invuln and it has no damage buff and no Shield Charge, but it can take RNG hate MUCH better.Invuln though has a psi hole that is pretty much impossible to close.
Shields has no holes to damage types, great damage buff, high damage attack equivalent to ElM tier 9 and with the HO bug the ability to cap DDR.
I'd say SD wins all round
I can't help but think SD is due for some bat smacking, but then I'm reminded the devs JUST made the set, and even more recently INCREASED the damage from Shield Charge by quite a bit (to bring it in line with Lightning Rod). I'm hoping beyond hope they did the math ahead of time.
As for the insane builds, I have to agree that a large number of the insane builds we see posted never get built. I know of only 1 person (granted, I don't know many people, but still) who actually put together a soft capped, perma hasten Elec/SD scrapper. It is VERY impressive under the right circumstances. But the one thing Shields has in its favor (depending on your perspective - mine is the 'please don't nerf me' perspective) is the fact that when the RNG decides it's time for him to die, he dies. End of story.
And just to reiterate: if you think SD is overpowered, run your farms (or AV missions) on SOs using the same setting as you would on your super IO-ed build. Then come back and tell me how super amazing it is. On SOs alone my BS/SR will see some performance decrease, but not to the extent my DM/SD would. -
This is a very good cheap and yet effective build.
I put your extra slot on Active Defense for an end redux (dropping the cost to 7.3 end does make a noticeable difference)
I also moved a few slots around (3 slotting health always seems a waste to me on non regen intensive builds - it lowers your regen by 2.2 HP/s) and added the slots to boxing to 3 slot bruising blow for the end and hp increases (though they are very small, if someone has a better use for the two slots please don't be shy)
The other suggestion I have would be to replace the Triple in PP with the chance for +end. It will pay out much better overall.
If you've got the inf, I always like to throw a kismet: +Acc (though in reality it's +To-hit) in Phalanx Fighting.
I also changed your slotting for Shield Charge and Lightning Rod, using the uber cheap Multi strikes and cleaving blow sets to improve recharge (slightly) acc and end cost.
Overall it's a very good "cheap" build. The most expensive IO I see in here is the Rech/End from the Gausian's set, which usually runs around 40 mil crafted.
One last note: If you ever plan on exemping, I would move Battle Agility MUCH lower. Swap it with True Grit if you're unwilling to delay taking Super Jump at 14. It's a core power you REALLY want to have access to at all times.
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You would lose the acc bonuses from the posi's and what not, but the 15% from each purple set would still be in effect, and 60% global acc buff is nothing to sneeze at. Most exeemplaring in my experience has been for running task forces, and 60% global acc buff would be enough to hit even conning enemies at low levels, and when added to any slotting, definitely more than enough. If the OP want to keep it for asthetic reasons, or to protect against -to hit buffs, that's great, it's their build, but let's make sure they have all the correct info so they can make their own decision.
BTW, what to hit debuffs or perception debuffs to malta have? Not saying there aren't any, just that I can't think of them off the top of my head.