Sarrate

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  1. Quote:
    Originally Posted by oreso View Post
    I thought only a very small portion of Integration's regen was enhanceable?
    Integration offers a total regen bonus of 150%. Of that, 100% is enhanceable, 50% unenhanceable. Fast Healing is 75% regen while Health is 40%.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    I just want to remain in good enough shape to handle the zombie apocalypse. Course... I never do any cardio so I'm probably gonna die. But at least I'll be able to carry a LOT of ammo.
    Course, mobility > large ammo stash according to Max Brooks' Zombie Survival Guide. (Of course, I can't say much since I don't do crap for working out; I can't even claim to be good at carrying ammo.)


    On topic, I'm not much of a coffee person. I can drink it, but it's not anything I crave. I normally just drink orange juice or milk.
  3. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    ohhh wow.. didn't even notice that.
    Must have came down when I got stunned from the nictus
    Good thing I took down the auto hit first. That would have sucked if I died
    *chuckle*

    I've had that happen to me a couple times on my WP Tank, too. I keep forgetting that RttC detoggles when mezzed. (I think in my particular case it was while fighting GW and not Romulous. I think Tanker status protection is just strong enough not to be blown out by his aoe stun at lvl50.)
  4. Woah... that's pretty crazy stuff right there, Iggy. I agree with Werner that is almost the land of make believe. Congrats!

    Side note, any particular reason RttC is shut off in your pics?
  5. Quote:
    Originally Posted by Ghost_Ripper View Post
    How long does the overstack last, b/c that could be game changeing...lol.
    Quote:
    Originally Posted by Lohenien View Post
    for 0.75 seconds iirc.
    I'd be surprised if it was that long. Rise to the Challenge's scaling regen has a 1s duration and 1s refresh. I'd bet it stacks for one, maybe two server ticks. IF it uses the same clock as attacks do, that'd be between 0.132 and 0.264 secs.

    I don't know the specifics because I'm not sure of any real way to test it. (Regen produces no chat spam to analyze logs/demos.) I know it exists and that it's brief, but I can't get more specific than that, sadly.
  6. Quote:
    Originally Posted by Atheism View Post
    My WP tank has about 65.xx just doing nothing, but he has 226.67 hp/sec with RttC having ten foes in range. And my tank is at the hp cap.

    http://img137.imageshack.us/img137/9053/22667.png
    I can almost guarantee that the 226.67 hp/sec is during the fraction of a second of RttC overlapping with itself.

    65 hp/sec = (3212 * Regen) / 240
    ~4.8567 = Regen = ~485.67%

    RttC offers 100% regen plus 25% per target, or 350% with 10 targets and 600% during the overlap (base). To make math easy, with 100% enhancement, those numbers are 700% and 1200%. That'd put your regen at 1185.67% (10 targs) or 1685.67% (double stack).

    226.67 hp/sec = (3212 * Regen) / 240
    16.9367 = Regen = 1693.67%

    Outside the double stack, you should have around 158.68 hp/sec.


    (Not trying to pick on you or anything, but 200+ hp/sec sounded wrong to me and I had to figure out where the discrepancy was.)
  7. Quote:
    Originally Posted by JanusFrs View Post
    Btw, I thought of something while planning the build, which is on the way: how does critical hit work in Shadow Maul? Will come at the end, or will there be a chance to Critical hit with every punch thrown?
    Shadow Maul's crit is all at the end of the animation.
  8. Quote:
    Originally Posted by Ghost_Ripper View Post
    How are ya'll getting numbers like these? I mean sure I get 859% regen, but for HP/sec shows up in mids as well below 100.9hp. . . more like 86.2 or something like that in mids. I have a build that is 855% regen and it shows his Hp/Sec are 86...no where close to 100, so again where are these HP/Sec numbers coming from?
    There are two factors that effect how many hp/sec your regain. +Regen increases the frequency you get regen ticks. +MaxHP increases the size of each regen tick (5% of your max). If you want it in terms of a formula:

    hp/sec = (MaxHP * Regen) / 240

    So, for your build with 859% regen and only 86.2 hp/sec:

    86.2 = (MaxHP * 8.56) / 240
    20,688 = MaxHP * 8.56
    ~2416.8 = MaxHP

    That's ~+28.9% MaxHP over base, not nearly enough. You could considerably reduce your +regen bonuses and focus more on +MaxHP and get much stronger results. For example, if you had 3,000 MaxHP, you'd regen the same 86.2 hp/sec as you do now with only 689.6% regen.
  9. Quote:
    Originally Posted by Deus_Otiosus View Post
    This is basically my point.

    That without outside IO bonuses and power pools, the mixed mitigation of regeneration and resistances isn't enough to survive alphas or spike damage.

    Obviously IOs are available to everyone and all sets get different value from IOs. I personally think things are skewed too heavily in favor of building for +DEF.
    This is a pretty big leap of logic.

    First, you're taking a statement about my experience with WP in a very specific circumstance as evidence of WP's failings elsewhere. Second, you're imposing artificial limitations on what powers (and presumably buffs/insps) are used. The vibe I get is that the Tanker shouldn't have any issues with the ITF running no pool powers, just SOs, and no buffs.

    That's insane. The only Tanker that stands a chance against those odds is a Stone Armor Tank running Granite and Rooted - but even they will succumb if the battle lasts long enough.

    As for leveling up via normal content (including TFs, before Tough/Weave), I honestly don't remember it being too much different than other Tankers I played. Was I unstoppable? No. Did I use inspirations and/or teammates to survive? Yes. So far, that's been the case on every Tanker I've leveled. The big difference with WP is that with average mitigation from several sources, it gets a lot stronger very easily.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    Actually, that's scrappers that have a 75% resistance cap. Brutes have the same cap as Tankers, 90% Paragon Wiki Link to Limits

    Of course, it's significantly harder for Brutes to reach 90%.

    The hit point difference is definitely very important however.
    I can see why you said this, but you're misreading it. The Brute wouldn't be at 75% because of the resistance cap, rather, that is all they can achieve with WP + Tough + SoW. They would need either inspirations or outside buffs to push to 90% res. This means the Brute is taking 2.5 times as much damage. I'd say that's a very important difference.


    If you're curious, a Tanker with as much +hp focus as you would have 3125 hp. That 625 hp is amplified by your mitigation, and also serves to increase how much hp/sec you regenerate (125 hp/sec vs 156.25 hp/sec).

    Quote:
    Originally Posted by Deus_Otiosus View Post
    That's odd, because I have no fear of massed nictus at all. It's only the mass fast attacking, -def attacks with spike damage from the Romans that I need to be concerned about.
    I said the only thing that I consider dangerous is fighting Romans and Nicti at the same time. Either enemy in isolation are impotent to my Tank, but when combined they expose my lower exotic res to a large amount of ne damage. That is a dangerous situation, but not insurmountable.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    That's my point exactly.

    Willpower as a set, doesn't actually have much Defense to crash to begin with. It all comes from outside sources, from power pools and IOs.

    So if the resistance and regen are not enough to keep it alive, your only choice is to rely on an outside source of defenses which are effectively unreliable facing defense debuffing.

    Combined that with the fact that Willpower gets no resistance vs. recovery or regeneration debuffs (which are willpower's hallmark traits), and it leaves me scratching my head a bit about some of the design of the set.
    Willpower has ~5.15% s/l def, ~20.28% f/c/e/ne def, and ~15.6% to psi. I wouldn't consider that to be a considerable helping of defense.

    Willpower does have regen resistance in Fast Healing. (It's not a lot, but it does have it.)

    As I tried to illustrate previously with the Rularuu and DE, every set is susceptible to something mobs have - every set is weak to something (psi, def debuffs, -recharge, -tohit, +tohit, knockback, etc). Just because one of these vulnerabilities exists doesn't make the set weak. Willpower is, in my eyes, one of the strongest sets out there to powergame.

    First, remember that mitigation from defense and resistance don't scale linearly in this game. Every percent means more than the last. For example, going from 0% to 50% res cuts incoming damage in half. It only takes an extra 25% (50% -> 75%) to cut it in half again. The same principle is true for defense, as well. WP has a nice base of both s/l res and exotic defense, so adding more of either makes a big difference.

    Second, the set has a large regen component, which is exceptionally rare in the magnitude it WP offers. With the mitigation base it already has, the regen WP offers is amplified. For example, if you regen 50 hp/sec and take half damage, it would take 100 dps to overcome your regen - effectively doubling it. (If you have 75% res, it would quadruple it to requiring 200 dps.)

    So buffs from pretty much anything can tip WP (even just base WP) into the realm of "extremely strong." Just FF/Ice shields or Fort, for example, would leave WP with 28.55% s/l def, 43.68% exotic def, and 39% psi def. If the WP took Weave, that would be 36.35% s/l def, 51.48% exotic def, 46.8% psi def. How about Tough + res shields (Sonic/Thermal)? Capped s/l res. (You can substitute Tough for SoW, too.) These aren't hard combinations to come by - and no IOs invested.


    So, from a Tanker's perspective, I don't see a problem with the set, at all - def debuffs included.


    [edit: Apologies to the OP for the hijack.]
  10. Sarrate

    Gauntlet 2.0

    Quote:
    Originally Posted by Sylph_Knight View Post
    Regarding counterpoint #5 - I'm not sure if that was an accurate example, but to build on it I would like to state that unless you've got a Tanker primary that's real strong out of the box (ie. Willpower or other second-generation sets) I think that 4.5 seconds of gauntlet still matters quite a bit, expecially since you're talking about just one attack generating that kind of long-lasting threat. I imagine that the average player can launch between 2-3 attacks in that time (Brawl and the first secondary set power at the very least). But as you pointed out, I don't see it as a gigantic issue since most folks get into their mid-teens really quickly. However, my stance is that it's the many little things which can drag something down rather than a singular massive flaw. I feel it's still a debatable concern, albiet minor.
    The funny thing is Gauntlet being weak at low levels is an annoyance to some players - they want it working better, sooner. It's not an issue that means much to me, I don't group a lot at low levels anyways. What I find more annoying is that Tanker survivability doesn't really start to feel impressive until SOs at 22... but that's a whole different can of worms!

    Quote:
    Originally Posted by Sylph_Knight View Post
    Also, regarding #4 - I must admit I'm not terribly concerned with a lack of enhanced survivability through the inherit. But it does seem like a pretty good place to somehow work out the issues with Tankers being the least endurance-efficient archetype.
    While I agree Tankers could use a bit of work on end efficiency, I would say that's a general Tanker issue rather than one with Gauntlet. In other words, although Gauntlet could be used as a mechanism for alleviate end issues, it's not a problem that Gauntlet doesn't.

    Quote:
    Originally Posted by McBoo View Post
    Agreed! Pity that the graphical effects Gauntlet bug on test was a bug, eh?
    Sadly, I never got to see this on Test. I can think of a few tests I would've loved to conduct with a visual indicator of who Gauntlet was hitting. Rats!
  11. Quote:
    Originally Posted by Deus_Otiosus View Post
    So I'm curious about how a WP/ Tanker fares against cascading def failure.
    This is a mixed bag, even on the same content. As an example, when I was still leveling up my WP/Fire Tanker, my first ITF run (SKed up)was pretty miserable. I didn't have Tough and I didn't have a large source of +maxhp (maybe one accolade and whatever I was getting from CI). Whenever I caught myself without SoW up, I was eaten alive. Even with SoW up I was often on a downward spiral.

    After getting Tough and more set bonuses, it became a lot easier. A big bonus that Tankers get over Brutes is the fact they can hit the 90% res cap with Tough + SoW, where a Brute would still be at ~75%. Even with SoW down, anything more than two small oranges will bring me to the cap again. On top of that, I sit at ~3160 max hp. What I generally do is just fight until I get low on hp (~25% hp) then pop SoW and regen back to full. It's almost always recharged before I need it again, if not, I'll use oranges instead. The only thing that is remotely dangerous to my Tank on the ITF is rushing the second mission and getting stuck fighting Nictus and Romans at the same time.

    Defense debuffs and mixed damage types can be rough on WP. Once its defense crashes, it doesn't have the res to allow regen to keep it up all by itself. I'm not saying that WP will instantly faceplant, but if interventions aren't made (control, inspirations, team help, etc) you will die. Mixed damage types without def debuffs (or large tohit buffs)? Back to being easy to manage.

    Quote:
    Originally Posted by Deus_Otiosus View Post
    However if Def failure ruins a WP Tankers day as well, then the mixed mitigation is not really working (in this one extreme circumstance).
    Just because a set doesn't work well in one "extreme circumstance" doesn't mean anything. Look at the two sets with exceptional def resistance (SR, Shield) that are unlikely to ever drop much below 45% def. Okay, so the ITF isn't a problem. Now let's try Rularuu, DE, or large groups of Nemesis. All that def resistance they have does jack against those groups' tohit buffs. (To be fair, Shield would handle it better than SR if they took Tough/OwtS - they can hit 90% s/l res and the hp cap when it's up.)

    Despite being more susceptible to def debuffs than some of their peers, I'd say WP really doesn't have much to complain about. (Builds like mine with a heavy emphasis on def are pretty ridiculous.)
  12. Quote:
    Originally Posted by LostHalo View Post
    Quote:
    Originally Posted by Aett_Thorn View Post
    1) Right now, the buffs cannot affect the caster. If they were made PBAoE, they would be able to. This would allow, for instance, a FF/ Defender to pretty much soft-cap their own Defense, in addition to the rest of the team, or at least pretty close to it. If this was done for Empathy Defenders, you don't even want to know what it would allow them to do.
    Not that I support the idea, but I seem to recall there is a "does not affect caster" flag. Uh... I think maybe Supremacy has it.
    Better example: Shield / Grant Defense
  13. Sarrate

    Gauntlet 2.0

    Quote:
    Originally Posted by Sylph_Knight View Post
    But let's face it - Brutes do get a really cool Inherit toy.
    I admit, it's a neat toy.
    ...I hate it.

    Quote:
    Originally Posted by Sylph_Knight View Post
    EDIT: I would like to add that I have heard that Masterminds tend to fill the role of Tankers on Villain-side fairly often since they can distribute damage they receive between all of their minions, giving them higher HP values than initially perceived. I cannot confirm this as I have barely touched villain-side content. However, from a functionality standpoint Brutes do resemble Tankers more closely and there is a fairly wide belief that Brutes are "Villain Tanks" - so even if those of us here understand otherwise, the general populous may be swayed by a different, perhaps flawed perspective. I doubt it will damage Tankers at a critical level, but the basis of my argument is that their inherit abilities and Gauntlet-lite capacities have led me to feel that a revision of our own Gauntlet is justified in some way since they now have access to our content and will be stepping on our toes to some degree.
    Having played a Tanker and a Mastermind (one with status protection, no less), Tankers have nothing to fear from Masterminds. They have nothing inherently to hold aggro, Provoke sucks, they're vulnerable to AoEs (pets take splash damage and BG damage), most don't have mez protection, and their pets can be completely hosed by things like burn patches, caltrops, etc.

    They can take the alpha and won't fold like tissue paper, sure; but I don't consider them to be tanks.

    Quote:
    Originally Posted by Sylph_Knight View Post
    1) Useless when solo
    2) Works better with faster execution and recharging attack chains / power sets (slower sets like Energy Melee do not benefit as well)
    3) Brutes have a less effective version (so it has competition / isn't unique)
    4) Minimal effect on efficiency / survivability / management (most Inherits carry this theme)
    5) Arguably detrimental to early-level Tankers prior to obtaining adequate survival tools or the incremental stat gain for higher HP that is more noticeable after many levels
    6) Does not feel thematic
    7) Can significantly lose importance in large teams mid-to-late game (Their enemies usually die before you grab all aggro)
    8) Almost never equates the benefits of taking the power "Taunt" - more so for long activation / recharge attack chains (see above) - also makes its function easy to replace
    9) Only works on Secondary Power Set abilities and not on Pool or Veteran attack powers (please correct if I'm mistaken)
    (Bullets numbered for ease of reference.)

    1) When I say this, keep in mind that I have a pet peeve with inherents that don't help when solo. Yes, it does nothing solo, yes it's annoying. However, I look at it this way - they could have given us the same mitigation numbers as Brutes/Scrappers but with a meter that builds up increasing its effectiveness while fighting. Sounds great, huh? Well, except you need to be fighting to build it up, so you don't always have your defenses. (Ex: Starting an AV fight cold turkey would make you weak at the beginning, and as tough as you are now in the middle.) I'm just giving you this example as something that "helps solo" but is weaker than you have now.

    2) I just thought of something - Gauntlet's radius isn't standard, it varies - usually higher damage attacks have a larger radius. So while a power like Total Focus is slow, it has a wider radius (17ft) than something like Jab (3ft - good luck hitting more than 2 mobs with it). Then there are enigmas like ET that deals more damage than TF, but only has an 11ft radius, while MG deals less but still retains a 17ft radius. Worst of all, all of these are disconnected from animation time - so some slow attacks (TF) will be more useful for Gauntlet than others. (I wonder if Castle has a formula for radius, or if it's just eyeballed...) Faster chains may be better, but not necessarily. Seems like it would depend on circumstance.

    4) The theme of Tankers isn't just to survive, but to take hits as well. What good is extra survivability if you're not using it?

    5) Keep in mind duration scales with level, so Gauntlet at low levels is incredibly weak. It doesn't function at all until lvl5. At lvl5, it still only lasts 4.5s base (before the purple patch, etc). Now, auras / Taunt can get you into trouble, but Gauntlet? Not so much.

    6) Depends on your point of view. Hitting someone hard enough (no tangent here, please) to cause them to drop what they're doing and pay attention to me feels pretty good to me.

    7) My main counter point - if your group is killing spawns fast, then you have to move faster. In other words, if it takes the spawn 15s to die, you may want to move on halfway into the battle. Mobs are still taunted to you while you're moving ahead and you get extra time to gather aggro from the next spawn / clump them together. This is what I usually do, and adjust when I move to the next group based on how well / fast the group is doing. Also, if spawns are dying that fast, then your inherent likely isn't the only thing that is "wasted." Imagine needing 2 bombs to destroy a building, but dropping 5-10 on it instead. Completely unnecessary, but that's what happens in some group makeups in CoX.

    9) Kind of. Pool powers have the single target taunt, but lacks the AoE portion of Gauntlet. (Pools don't taunt for Brutes at all.) For Veteran Rewards, afaik they don't respond to any inherent power - with a possible exception of Vigilance.


    Keep in mind I'm not saying Gauntlet is perfect by any means. It has problems (mostly that the unique, AoE portion is easily swamped by other Tanker abilities), but I can see flaws in some of the statements you made above.

    Quote:
    Originally Posted by McBoo View Post
    Quote:
    Originally Posted by Sylph_Knight View Post
    * Question: Does it activate when you use Taunt or only with attacks? How about with self-buffs? I believe it only works on secondary power set abilities but how about those that don't do damage? Call it morbid curiosity.
    As I understand it, in the case of AoE and cone attacks, Gauntlet only applies it's taunt effect to the targets that were affected by the AoE or cone attack. I would assume the same would apply to any Gauntlet effect that is applied to Taunt.

    The question is does Gauntlet get applied when using Taunt and does it stack?

    If I use Taunt on a group of mobs across the street does Gauntlet increase the magnitude of the original Taunt?
    The information we've been given by Castle is that durations don't stack (the longer one is used for threat modification by damage/debuffs/AI preferences/etc), but MAG does. In other words, let's say there is a 40s taunt on a target and I hit them with an attack. My damage/etc will be modified by the 40s taunt, but now instead of just MAG4 taunt being on the target, there would now be MAG8. The difference between MAG4 and MAG8 usually doesn't matter - it determines whether a mob is effected by the taunt or not. Since most mobs don't have any form of taunt protection, MAG4 is fine for 99% of the situations out there.

    That being said, I think there is one perk for Gauntlet, when the taunt is applied to the target, it should generate additional threat. (Taunts being applied add phantom threat, even in the absence of damage.) I've never tested that, and I'm not even sure how to test that, though.

    Having said that, Gauntlet is a pittance compared to Taunt (power), auras, and AoEs (higher target cap, damage/debuffs/etc for more threat) all trump it. If nothing else, I wish I knew which targets it hit. Having same graphical effect (no sound) as Taunt, for example, would be a nice QoL feature.
  14. Quote:
    Originally Posted by EnigmaBlack View Post
    With my luck D.P. will be of poor design and even casting Fulcrum will cause redraw. Because, of course you can't hold pistols and raise both your arms.
    I'm not 100% sure why this is such a problem, but as I understand it, there are different 'combat modes,' and having a weapon out or retracted are completely different. In order to remove the redraw, they'd have to create a plethora of different states, transitions from state to state, etc.

    It's why Brawl is one of (if not the) most complicated attack in the game. (Works for every power, no redraw, different animations for some sets - like the shield bash for Shield characters).

    Trust me, I'd love for the weapon draw to be removed, but I'm sure it's not a trivial amount of work to do, or they would have done it already.

    Quote:
    Originally Posted by EnigmaBlack View Post
    I know they've said redraw doesn't have an effect on powers
    This used to be true - now sets that have had their activations sped up (kat, bs, claws, mace, axe, maybe some of the ranged powers, but I'm not sure) or started that way (db) are now slowed down by constant redraws. Previously, if an attack took 1.5s to cast and had a 0.5s draw, the attack would always take 2s to cast (with a forced idle period at the end if you already had your weapon out). Now it would take 1.5s when the weapon is out, and 2s when you have to redraw.

    Still, no worse off than you were before the changes.
  15. Quote:
    Originally Posted by Elegost View Post
    edit: On ammo swap:
    I'd assume to be "on the fly" it would have to be quicker than cycling through all 4 each time. That's not very fast in my book. It would make more sense to make 4 separate power icons (1 per ammo type) become available after choosing the power itself. Similar to choosing nova grants you the blasts, only there's no need to slot the bullets. There are just separate icons to determine which ammo you're switching to.
    That's how I'd do it anyway...
    I asked, and was told that that it was a single power that cycled from ammo to ammo in order. While it would be nice to have a power for each ammo type, I suspect it would cause problems. For example, if picking ammo swap (or whatever it's named) grants you 3 extra powers, what happens when you respec? If it's like Khelds, you'd keep the 3 extra powers, allowing you to respec out of one of the ammo changing powers and keep the other three.

    I suspect there are more reasons that just that, but I can see why they wouldn't do it that way. (I'd like a power each ammo type, mind you.)
  16. Quote:
    Originally Posted by Plusone View Post
    I've got my Mids builder telling me that at 50 I'll have 859%, 100.9hp without rttc active. Now i have to build it. It's gonna be crazy expensive.
    Out of curiosity, are you trying to max out your regen for conceptual reasons, or performance reasons? I ask because I'm almost (99%) positive you could attain higher performance with much less regen. (Only 1% uncertain since I haven't seen the build for myself.)

    If it's for conceptual reasons, that's a completely different story.
  17. Sarrate

    Calm my fear

    Quote:
    Originally Posted by Katten View Post
    Hahah, sailboat I admit, I didn't actually 'remember' them fearing me, I just went on to wikipedia and scanned all the enemies that I thought it was possible had fear (I'd assumed death moon, but even fearsome stares a hold so...)
    Fearsome Stare is a fear, but Petrifying Gaze is a hold. (Sorry about the nitpick.)

    As has been mentioned, fear in PvE blueside is pretty darn rare. A few more places you could run into fear is fighting Longbow (Gaussian's arc), Dr. Aeon (he has a dark clone with Fearsome Stare), and Ghost Widow. If you plan on turning your Scrapper into a Vigilante/Villain with GR, you'd also have to face the fears that are more plentiful - but still not overly common - villain side. (There are also fears in PvP, if that's important to you.)

    Having said that, I don't think I'd let that one hole dominate your choice. If you have more fun playing Regen instead of WP, play Regen.

    Quote:
    Originally Posted by Umbral View Post
    Of course, in his constant quest to make anything new better than anything old, Castle has seen fit to give */Shields and */WP full mag protection from all 4 of the big mez effects (Hold, Sleep, Immob, Stun) as well the nominal "screw you melee" mez effect (Knockback, Knockup) and all three of the rare mez effects (Confuse, Terrorize, and Repel).
    Well, Castle was originally going to give WP an immob hole, but players cried about that one until he added it. No idea about Shield, though.
  18. Quote:
    Originally Posted by NiVra View Post
    I wonder if being a inf-runner back and forth would be a good side job?
    I don't think you'll be able to transfer inf, "just" tangible items (recipes/enhancers/etc).
  19. I'd take a slot out of a passive (Dodge?) and put it into Health as a lvl50 Heal IO. That'd be a net +30% regen boost.
  20. Building for typed defense is a lot easier than it used to be. They combined typed def into dual types (s/l, f/c, e/ne) as well as gave 50% typed/positional def to the opposite type (melee - s/l, ranged - e/ne, aoe - f/c). Since Invuln has a gigantic def base already, it would be very foolish to go with a positional def build.

    Some sets that you'll find useful:

    Steadfast (res): +3% to all (unique)
    Kinetic Combat (single target melee): +3.75% s/l (4 slots)
    Perfect Zinger (taunt): +3.13% s/l (6 slots)
    Aegis (resistance): +3.13% f/c (3 slots)
    Eradication (pbaoe): +3.13% e/ne (3 slots)
    Mocking Beratement (taunt): +2.5% s/l (4 slots), +3.13% f/c (5 slots)
    Reactive Armor (resistance): +1.25% s/l (3 slots) e/ne (4 slots)
    Rectified Reticle (tohit): +1.88% s/l (2 slots)
  21. Sarrate

    So, Energy Melee

    Quote:
    Originally Posted by KaliMagdalene View Post
    Yes, but when I tried Energy Melee on a scrapper, I still hated it.
    Hacker.
  22. Quote:
    Originally Posted by Heraclea View Post
    It seems to me to be even harder to get mobs into the AoE than with Shadow Maul, which is hard enough.
    This is a perception issue. Jacob's Ladder has a wider cone than Shadow Maul (7ft 50 deg vs 7ft 45 deg).

    Quote:
    Originally Posted by Heraclea View Post
    It is slower than Havoc Punch.
    Yep, Jacob's Ladder has a slower rech than Havoc Punch, slower animation (1.67s vs 1.5s). However, JL still has a higher DPA (and end cost) than HP.

    Code:
    		Jacob	Havoc
    Rech	8s		6s
    Anim	1.67	1.5
    (ArcT)	1.848	1.716
    End		8.53	6.86
    Dmg	66.7	58.7
    DPA	~36.1	~34.2
    If you're going for a build with enough recharge / end management (the latter which is practically a given as Elec Armor), then JL is the better choice. (I believe one of the Elec Melee chains was CI - CB - JL - CB, but I haven't checked out the math behind it, myself.)
  23. Quote:
    Originally Posted by Hyperstrike View Post
    No problem. That'll be 137,562,949,746 inf.
    2,000,000,000 inf cap.

    (It may be possible, but it would require about 68 2b inf transactions, and just about as many free WW/BM slots to store it.)
  24. Quote:
    Originally Posted by Aett_Thorn View Post
    This. You need to have enemies in range to see any +Def increase.
    To be specific, Invincibility offers 1% def per target plus a 5% bonus for the first target (unslotted). So you'd get 0% for 0 mobs, 6% for 1, 7% for 2, 8% for 3, 9% for 4, etc. (Multiply those by 1.56 to emulate ED soft capped slotting.)

    [edit: Oh, and the def numbers twitching is normal]
  25. Quote:
    Originally Posted by Grey Pilgrim View Post
    MG, from what I heard/understand, a rogue or vigilante will be able to go from one side to the other, wherever they feel like going: the only limitation being the markets, it looks like. I can only assume they'll be able to trade, however... otherwise teaming will be too difficult. Don't know for sure, of course. I really, really do not understand why the are keeping up the market separation: they had better not make a third market for Praetorian heroes/villains/rogues. I can't believe they would be that crazy, but I dunno... the markets are still separate.l
    A Rogue or Vigilante is an intermediate step between being a Hero or Villain. So while a Rogue cannot access WW, a Rogue who becomes a full fledged Hero can. Posi also said that a character can go from Hero to Vigilante to Villain, use the BM, then back to Hero and use WW and vice versa). Of course, this will take effort (how much isn't stated) and time.

    Iirc, the intermediate roles cannot trade with the opposing faction, which would eliminate the work/time requirement mentioned above. (Posi mentioned trading insps, but I'm not sure if that only applies to intermediates, or if pure Heroes and Villains can trade with one another during coops.)