Santorican

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  1. Quote:
    Originally Posted by Signpost View Post
    I think not everyone realises that most of his regen comes from his summoned minions. Also, not everyone is optimised for single-target killing, would would affect killing those minions fast, which then would affect how much uber-regen he gets per cycle..
    Knock back into lava proceed to kill

    Lava > his regen

    /end trap door whining.
  2. Elektro you will lose alittle bit in terms of resistance but will also lower your end consumption in this build. Also you will not have the recharge necessary to run the highest dark attack chain.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Srixxon Base 2.5: Level 50 Mutation Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(23), Hectmb-Acc/Dmg/Rchg(39)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Rchg+(7), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(19)
    Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(5), Oblit-Acc/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(21), Oblit-%Dam(31)
    Level 4: True Grit -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
    Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-Rchg+(50)
    Level 8: Siphon Life -- HO:Golgi(A), HO:Golgi(11), HO:Golgi(11), HO:Nucle(21), HO:Nucle(34), HO:Nucle(34)
    Level 10: Battle Agility -- HO:Enzym(A), LkGmblr-Def(13), LkGmblr-Rchg+(40), SW-ResDam/Re TP(50)
    Level 12: Active Defense -- HO:Membr(A), HO:Membr(15)
    Level 14: Boxing -- Empty(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Assault -- EndRdx-I(A)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(39), GA-End/Res(40), GA-3defTpProc(43)
    Level 24: Weave -- RedFtn-EndRdx(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def/EndRdx(40), LkGmblr-Rchg+(43)
    Level 26: Soul Drain -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(27), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(37), Erad-%Dam(46)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(50)
    Level 30: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(31)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(46)
    Level 35: Shield Charge -- Oblit-Acc/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-%Dam(37)
    Level 38: One with the Shield -- Heal-I(A)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(45), Numna-Regen/Rcvry+(48)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(48), P'Shift-End%(48)



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  3. Its Freedom, what do you expect. I rarely venture into Freedom anymore and the only time I do is with WiFry for PvP and usually after I have to go take a shower.
  4. I would like to learn how to calculate the math needed for this game so I can become a numberz cruncher lol. I think I'd shoot for 60% using defense bonuses and keep my Spiritual AS to increase my recharge it doesn't seem like it is a reasonable trade off until I get to the very rare when I have a 3% wiggle room in order to add more recharge.
  5. Quote:
    Originally Posted by Werner View Post
    Won't surprise me at all if some of the incarnate levels give you defense. Won't surprise me at all if the 64% to hit on a few things is simply 64% on a few things, and not a hint of what's to come. I wouldn't worry.

    I think about it, in case it does come to pass, but I don't really worry. There are lots of options. Hitting 59% to all positions will be doable on defense-heavy secondaries. Should be pretty easy on Super Reflexes, and at least possible on Shield Defense. Then Broad Sword and Katana at least make that or higher quite doable for melee and lethal. There were also plenty of solid builds out there before people started, for instance, soft-capping Dark Armor. Additional to hit in the end game won't make us obsolete. If the game gets harder in this or in other ways, we can adapt.

    But I think it's way too soon to be planning out builds for 64% to hit unless you're curious about hypotheticals and just want to know what's possible.
    I'm more curious about the hypothetical. So would I still only need 55% defense to all positions with the very rare? What about the uncommon?
  6. Quote:
    Originally Posted by Werner View Post
    How much defense it adds depends on the build and slotting obviously, but we can make an example. So let's say you're going hard core on defense, so you have all your powers, Weave, Combat Jumping, Hover and Maneuvers. All of them are enhanced up to with the equivalent of three SOs. Let's see, that's 21.03% enhanceable defense. Each power is 60% enhanced before ED, so 56% after ED, and any further enhancement is fully ED-capped, giving only 15% benefit. The very rare gives 20% defense enhancement, 2/3 ignoring ED. So you get 15%*20%/3+2*20%/3 = 1% + 13.3333% = 14.3333% enhancement of 21.03% defense, or 3.0143% defense.

    The maximum I think you could possibly get would be if you weren't hitting the ED cap at all, which is unrealistic. But in that case, you'd be getting a 20% enhancement of 21.03% defense, or 4.206% defense.

    So 3% defense from the very rare, up to 4% if we have unrealistically bad slotting, less from lower levels in the tree, less if we don't take every defensive pool power available. So not very good. But depending on the build and the challenge, every little bit might help.
    Lets say I am going for extreme survivability and I am aiming for 60% defense to all positions. Would I still only need 56% defense bonuses?
  7. I was thinking today I go through the 35th iteration of Murcielago's build, what is more important in your character self sufficient survivability i.e. not needing inspirations or any type of outside buffs in order to be very difficult to be defeated or being able to put out large orange numbers and be marginally difficult to kill.

    A good example of this would be a scrapper sitting at the soft cap with great resistances, regeneration, and recovery with minimal damage, acc, and recharge bonuses or the same scrapper sitting at 32% defense to all positions with okay resistances, regeneration, and recovery with a large damage, acc, and recharge bonuses.

    I was going to post this in the scrapper section but I realized that we're all crazy in there . So I figured I'd get a more balanced view on the subject and post it here.
  8. How would the Nerve tree help with getting more defense?
  9. Quote:
    Originally Posted by Werner View Post
    I'm sure we could figure out a chain with a million attacks that doesn't require any recharge enhancement at all. But I assume you mean something more like "I'm not taking Hasten and won't have recharge bonuses except for what accidentally appears while working on other goals. What's the best chain for me?"

    I think your best DPS option is just the low-recharge version of the classic chain, which only lags behind by about 6.5% DPS:
    Midnight Grasp (128%) -> Smite -> Shadow Punch -> Siphon Life (49%) -> Smite (90%) -> Shadow Punch
    If you happen to want the Dark epic, Dark Blast makes a good substitute for Shadow Punch, delivering pretty much the same DPS but giving you a ranged attack at slightly lower recharge:
    Midnight Grasp (119%) -> Smite -> Dark Blast -> Siphon Life (43%) -> Smite (82%) -> Dark Blast (82%)
    DPS continues dropping off as recharge goes down. If you really can't get much in the way of recharge bonuses at all, I'd consider the following chain, about 13.5% down from the top DPS:
    Smite (82%) -> Midnight Grasp (93%) -> Siphon Life (26%) -> Smite -> Shadow Maul (19%)
    Thank you Werner, this will be helpful for my Incarnate build.
  10. Quote:
    Originally Posted by DSorrow View Post
    Unless they have Dam Resistance against the type their own attacks use.
    I am not talking about -damage resistance, I am talking about lowering the AV's damage output by reducing the amount of damage they produce.
  11. There are two things that come to mind, instant gratification, and its a bit of a stretch but self worth.
  12. I need the lowest recharge requirement chain for Dark Melee, does anyone know what it is?
  13. Whiskey I made a few changes to your build

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  14. Gloom is an excellent power and could potentially raise your DPS to over 9000. It however costs a lot of endurance.
  15. AAAAAAAAAND AVs don't resist -damage
  16. I LOVE FREE STUFF!!!! This time I didn't have to show my boobies!
  17. That build is pretty good, I'm just not crazy about the slotting in Build Up or Ripper.
  18. Right now my character is going through a transitional phase I am trying to get all of my enhancements to L30 so I can keep most of his bonuses to L27 so the build might seem alittle crazy.

    I don't really like CoF some people like it but I've never really had the slots to dedicate to it to make it actually useful.

    The slotting in DR is mainly to have good acc/rech/end and its cheap lol.

    I've changed the slotting in PP in the build I'm going to post and I got rid of FA because I never used it.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spiritum: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
    Level 1: Dark Embrace -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(7), Aegis-ResDam/EndRdx(7), TtmC'tng-ResDam/EndRdx(9)
    Level 2: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(13)
    Level 4: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 6: Combat Jumping -- RedFtn-Def/EndRdx(A)
    Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23)
    Level 10: Obsidian Shield -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(25)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(27), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResDam(29)
    Level 16: Dark Regeneration -- Dct'dW-EndRdx/Rchg(A), Numna-EndRdx/Rchg(29), Numna-Heal/Rchg(31), M'Strk-Acc/EndRdx(31), Theft-+End%(31), Nictus-Acc/EndRdx/Rchg(33)
    Level 18: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 20: Weave -- LkGmblr-Def/EndRdx(A), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(36)
    Level 22: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(37)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 28: Super Speed -- Zephyr-ResKB(A)
    Level 30: Murky Cloud -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(42)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
    Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 38: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(50), EndRdx-I(50)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
    Level 47: Oppressive Gloom -- EndRdx-I(A)
    Level 49: Soul Transfer -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- RechRdx-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(48)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(25), P'Shift-End%(50)



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    |-------------------------------------------------------------------|
  19. That is a very fast time, what makes you able to generate that much AoE damage? Rage, FE, FS, Burn?
  20. Yeah grammar isn't one of my strong points when I'm drinking haha.
  21. Quote:
    Originally Posted by _Elektro_ View Post
    Small stuff like that.... makes a little difference I suppose.
    Welcome to the world of min/maxing
  22. I made a few changes, hope you like them.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  23. Santorican

    Mid level market

    Quote:
    Originally Posted by Fulmens View Post
    I've got a couple characters with about six AM's, gunning for level 30. I don't have anyone locked there, though. (I decided "It's been a really long time since I did any Midlevel Crisis work, lemme get on that" earlier this week.)

    Are you bidding on recipes or crafted? I want to know where to get these juicy prizes you're offering.
    I am bidding on recipes because I believe buying crafted enhancements is a rip off

    Quote:
    Originally Posted by _Pine_ View Post
    I might have some, let me go check....

    ... checks base ...


    Yep I have a Dam/End/Rech level 30. Dam/Rech level 25. (and 7 apparently Dam/Rech 30's. ) Acc/Dam 25. Dam/End level 25. Proc. level 30.

    Let me know what your interested in. Not really interested in turning a profit (since ive had these for a year and haven't used em) so whatever you think is fair is fair.
    Replied in game
  24. Quote:
    Originally Posted by shaggy5 View Post
    I have two blasters (50 Elec/ and 39 AR/) with devices as a secondary. On both, I wish had chosen something else. Both were created when I had less experience and my reasoning was as follows:
    1) I liked that I had a stealth without having to going into the pool to get it because stealthing was important to me then.
    2) The targeting drone seemed cool and a way to boost acc.
    3) The land mines really appealed to me.

    Now after playing many secondaries, I haven't found any reason to like Devices or to think about making another. I am wanting a second opinion, though. Anyone want to give input?
    I am not a fan of the slow pace that devices takes to solo'ing or teaming.
  25. Quote:
    Originally Posted by Pinball View Post
    I was under the impression that it was like a normal set bonus and after 3 it suffered from DE, but I see people with builds that have 5-6 of this in them.

    Is this people squeezing every little bit out them or does it stack that many times? If so, is it a bug that they're likely to fix and not something worth investing millions into?
    LoTG: Def/GRech is in its own rule of 5 and does not stack with other 7.5% Grech bonuses.