Scirion

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  1. After having spent the last several hours of double XP trying new builds in Mids instead... (Thanks guys!)

    Arctic Air (Dominator/Ice Control) applies the -50% Recharge debuff to yourself if it is toggled on. (It took me and two other people quite some time to figure out where 50% of my recharge was going...)

    Might of the Tanker proc applies something like -13.77% (I forget the exact number) Resistance if toggled on.

    Otherwise, it's working great! I look forward to spending even more time alt-tabbed out of the game testing new builds. >.>
  2. Wow, you totally missed my point. Problem not solved. >.>
  3. Can we get more denominations (if that would be the correct term) of Paragon Points to buy in the store? Right now, we have:

    400 - $5
    1,200 (plus bonus, making it 1,320 total) - $15
    4,000 (4,600) - $50
    8,000 (9,600) - $100


    To make it easier for "impulse buyers" (like me) who are also on a budget (like me) to spend money (while not spending more money than we have), I would like to suggest adding another option between 400/1,200 and 1,200/4,000 with the proper pricing options.

    For example, right now, I would like to buy 5 character slots. 5 slots is 1,600 points. I have no desire to drop $50 (and I shouldn't be spending $50 on this right now, either) for 4,000 points right now. Which means I will have to buy 1,200, followed by buying another 400 to give me enough points. A nice alternative would be say, 2,600 points for something like $25 (whatever the appropriate price point would be). This would give me enough to buy my slots, and have a handful of points leftover to use on either the upcoming powersets, or more Super Packs.


    What say you, devs?
  4. *casts Howling Twilight, bringing the dead thread back to life*

    >.>

    Just thought I'd mention, I've recently started playing my TW Brute I started back when TW released, and... I'm actually noticing the same thing consistently. There's some sort of odd "lag" between the visual effect and actual damage effect on Whirling Smash. And ONLY on the one power. I haven't noticed (with any sort of consistency, like I have with Whirling Smash) it on any of the other powers. It doesn't happen every time I use it, but it does happen alot.
  5. Is it known if there is a fix in the work for the UI (particularly power trays and any monitored combat attributes) having been completely broken since the last update?

    Or should I just /bug it every time I log in to a character I haven't played since the last update? >.>
  6. First off, I'd like to mention that as someone who divides time roughly equally between testing builds in Mids and actually playing the game, I greatly appreciate the effort you all put into developing Mids and keeping it updated. Sure, it'd be great if we had a new release of Mids at the same time as updates for the game, but... It's free. It'll get here when it gets here. I can wait.

    If I wasn't underpaid (or underemployed, however you want to look at it), I would most definitely donate to the cause but sadly, it can't be done right now.

    And since I'm here... (I probably should have created an account on the Titan forums and mentioned it long ago, but I'm an expert procrastinator)


    Does this mean damage calculations (specifically, Critical Hits for Scrappers and Stalkers) and stacking from Defensive Sweep/Power Siphon (Titan Weapons/Kinetic melee, respectively) will be properly calculated with the next release?

    Just thought I'd ask. >.>
  7. Scirion

    HO tricks

    Quote:
    Originally Posted by Rigel_Kent View Post
    Yep. All HOs will enhance only the aspects matching the power's allowed SOs.
    Not necessarily true, if you read the clearly worded patch notes.

    Issue 22 Announcements (Beta forum, so you'll need to be logged in, etc)

    For those that can't (or are lazy like me, and don't want to log in) access the Beta forums, here's a quote:


    Quote:
    Enhancements
    • Hamidon, Synthetic Hamidon, Titan and Hydra Enhancements will no longer incorrectly enhance attributes other than those specified by the enhancement.
    Important distinction here is "other than those specified by the enhancement". I am aware of how HO's (and I assume TO's, but nobody slots those anyways) are functioning on Beta (unless information has changed and nobody has mentioned it on the forums), but I'm going to continue pointing out that that is not how the patch notes stated (and in no uncertain terms) how they were supposed to be changed. Since there has been no developer feedback, (and honestly, no real player questioning, just unhappy acceptance) I sent a PM to Arbiter Hawk, to which I am currently waiting on a reply.


    If multi-aspect IO's will still buff (for example) the recharge of Mind Link, effectively identical HO's/TO's (IE: Membranes) should do the same thing, according to the patch notes themselves. If they are not, either:


    A) The HO/TO fix is not currently functioning as intended, and should be reported as such.


    B) The fix is functioning as intended, but whoever wrote the patch notes failed their class on "The Difference Between Enhancements and Powers 101". (If the fix is functioning intended, the patch notes should read something to the effect of "Hamidon, Synthetic Hamidon, Titan and Hydra Origin Enhancements will no longer enhance attributes that cannot be enhanced with normal slotting of non-invention enhancements.")



    or, the worst-case option:


    C) Same as B, but also includes the prospect of IO's potentially getting the same treatment, and no longer improving the recharge of Mind Link, etc. Which, if that is the case, well... I think we all know how the community will react to that.


    Only a reply to my PM will officially explain this, in my opinion. Or, failing that, a dev post *somewhere* explaining how the fix is actually supposed to work.
  8. Thanks for the help, I appreciate it! I'll probably keep the Lockdown in it, but I might swap out the End/Hold for the purple proc, for a little bit of extra damage.
  9. I really only play melee-types, and the rare Blaster, so I apologize if this is a stupid question, but... Here goes.

    Is Volcanic Gasses affected by Domination? I was on a EHTF tonight, and maybe I just missed it, but it didn't appear to have any effect. It certainly didn't pop up "Domination", like Immobilizes did. Is VG immune to Domination because it's a pseudopet, or am I just missing something?

    If VG does ignore Domination (IE: I'm not imagining things), does this mean that the Lockdown proc would also be a futile use of a slot?

    Since I'm asking questions, does this also mean that Mids is correctly showing that 5-slotting Unbreakable Constraint has no effect? >.>
  10. So, I've basically given up on trying to track the Paragon Points in the store. I don't remember what all I've bought using points, and thus cannot confirm how many points I *should* have simply by using the Microtransaction listing in my billing summary. In any case, I really don't care about that enough to submit a ticket for something I *might* be missing, or might not. However, to the best of my memory, I've used 4 free Server Transfer Tokens since the launch of Freedom. I currently have a balance of zero transfer tokens. I can live with that, too. I really only play on Virtue, and thus, I only transfer characters when it's something I've lost interest in, but for one reason or another, can't bring myself to delete it.

    That said, what annoys me is the Reward Tokens. According to this quote that I believe originally came from Zwillinger:

    Quote:
    All players (Free, Premium, and VIP) will get 1 Reward token. Additional tokens should be granted by the following means:

    Before Issue 21 goes live, you will get:
    • 1 Token for having any type of retail edition you have. You can earn this token ONCE. So if you have multiple retail editions on your account, you only get 1.
    • 1 Token for each Veteran Reward badge you have.
    • 1 Token for every 4 Veteran Rewards badges. If you have 5 Veteran Reward badges, you only get 1 token, not 1.25 tokens.
    After Issue 21 goes live, you will get:
    • 1 Token for your first purchase of Paragon Points (little as $5 for 400 PP).
    • 1 Token for each month you subscribe.
    • 1 Token for each 12 months you subscribe.
    • 1 Token for each 1,200 Paragon Points you BUY (not the free stipend).
    • 1 Possible Token if you have not previously applied a retail code if you find a retail copy of the game that can upgrade your account.
    If the following calculation is correct, I should have 17 tokens. I currently have 15. My billing date is the 3rd. I can has tokens?


    All accounts start with 1 token.
    1 token for having a retail edition
    1 token for each Veteran Rewards badge (March 2010-August 2011 = 6 tokens)
    1 token for every 4 Veteran Rewards badges (March 2010-June 2010 = 1)

    1 token for your first Paragon Points purchase (400 on December 11th, not sure if I purchased any between launch of Freedom and then, that's as far back as the billing history goes)

    1 token for every 1,200 Paragon Points purchased (purchased a bundle of 1,200 plus the bonus {which I don't believe counts towards the token} on February 8th = 1 token)

    1 token for every month you are subscribed (September 2011-February 2012 = 6)


    Unless I'm mistaken, that adds up to 17, no? Even if September doesn't count as a billed month for whatever reason (I'm beyond trying to figure out how that worked), that puts it at 16. Thus, I'm still short a token. I ask again: I can has token(s)?
  11. You said no PvP's, so I took that to strictly mean zero, even if there are better options in the "lesser" (and relatively affordable) PvP sets like Fury of the Gladiator, etc. With that in mind, this is not *exactly* what I would do in your position, but it's close, I think.

    It is also likely far from "the best" but hey, we can't all be superstars.
    Don't forget to turn on Incarnates for Agility, Degenerative, and Ageless. Alternatively, take Rebirth for added +Regen, but at the cost of less uptime on IH/MoG, and also putting you a hair short of perma-hasten. (4.4s, to be exact)

    Quick rundown:
    46.4% Melee Defense with a single DA.
    60 HP/s passive Regen, 151 HP/s with IH up.
    32% S/L Resistance
    2,306 HP - Freedoom Phalanx accolade will put you at the cap. Rednames get the accolades for free, right? >.>
    MoG every 59 seconds, IH every 152.
    Golden Dragonfly hits for 390 every 2.8 seconds. Not sure how that factors into "the best" attack chain, but it's gotta come in handy, right?
    And more endurance than you'll ever need, of course

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(13)
    Level 2: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-End%(15)
    Level 6: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/EndRdx(40)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(17), LkGmblr-Rchg+(36), LkGmblr-Def/Rchg(40)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-EndRdx/Rchg(36)
    Level 12: Build Up -- RechRdx-I(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Integration -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Mrcl-Heal/EndRdx(27), RgnTis-Regen+(37)
    Level 18: The Lotus Drops -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(42), AnWeak-Acc/Rchg/EndRdx(42)
    Level 20: Resilience -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(21), TtmC'tng-ResDam/Rchg(21), S'fstPrt-ResDam/Def+(37)
    Level 22: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/Rchg(23)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
    Level 26: Soaring Dragon -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(31), Hectmb-Acc/Dmg/Rchg(31), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(43), Mako-Acc/EndRdx/Rchg(45)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(29)
    Level 30: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(33)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
    Level 35: Revive -- RechRdx-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), TtmC'tng-ResDam/Rchg(46)
    Level 41: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(46), UbrkCons-Acc/Hold/Rchg(46), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(48)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(48)
    Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(50), Posi-Dmg/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 50: Agility Partial Core Revamp
    Level 50: Degenerative Total Radial Conversion
    Level 50: Ageless Radial Epiphany
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(7)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  12. Quote:
    Originally Posted by Hyperstrike View Post
    Stone/Dark doesn't synergize all that well, but it can still be a good tank.

    I have a Stone/Dark over on Virtue. He's not one of those "OMGWTFUGOTTANKED" tanks. But he's damn tough and doesn't require much in the way of support.
    I beg to differ. Dark Melee brings to the table everything Stone (or any Tank, really) needs outside of recharge and run speed, which no Tanker secondary can give you. A heal, an endurance recovery, a damage buff, and ToHit Debuffs. I would call that synergy in the best form.

    Creative use of IO's and Incarnate slots (particularly Alpha, but Destiny and Lore help too, in dire emergencies), and Stone/Dark can be the most survivable tank I have ever seen.
  13. I have never experienced a situation where Holds/Stuns/Etc physically prevented a Break Free from firing. I've been held by Ghost Widow (Mag 100) and Sequestered (Mag 1,000 if I recall correctly), and Break Frees will fire in both situations. They don't work, because of the high magnitude, but they still fire. To that end, enough Gunslingers can stack enough holds on you to hold through Rooted, and possibly Granite on top of it, if you get hit enough. I've had the same thing happen on my Shield tank, though he was running at +4/x8. >.>
  14. Quote:
    Originally Posted by Erhnam View Post
    FF/Energy defender, slotted for knockback, not damage. And have fun wrecking chaos to 50

    Alternatively, go Storm instead of FF

    (You could do this as Corruptor too, but not sure if they get the same knockback values?)
    Already done. Entertaining, but largely useless.

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    You want to play The MFing Warshade. Trust me, you'll never get bored again.
    Kheldians and I don't get along. I'm not sure why.


    Since I'm here, this is the build I'm considering, should I opt to use my existing Ice/Earth Dominator:

    Villain Plan by Mids' Villain Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Earth Assault
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(3), GladNet-Rchg/Hold(13), GladNet-EndRdx/Rchg/Hold(19), GladNet-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(37)
    Level 1: Stone Spears -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(31)
    Level 2: Frostbite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(31), ImpSwft-Dam%(39)
    Level 4: Tremor -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(5), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(33), M'Strk-Acc/EndRdx(34)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf/EndRdx(23), CoPers-Conf%(23), CoPers-Acc/Rchg(39)
    Level 8: Shiver -- TmpRdns-Acc/Slow(A)
    Level 10: Stealth -- LkGmblr-Rchg+(A), GftotA-Def(37), GftotA-Def/EndRdx(37)
    Level 12: Ice Slick -- RechRdx-I(A), RechRdx-I(15)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(42)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Flash Freeze -- JavVoll-Dam/End/Rech(A), JavVoll-Acc/End/Rech(25), JavVoll-Acc/Dmg/End/Rech(33), Posi-Dam%(39), CSndmn-Heal%(40), JavVoll-Dam/Rech(42)
    Level 20: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40)
    Level 22: Super Speed -- Clrty-Stlth(A)
    Level 24: Burnout -- RechRdx-I(A)
    Level 26: Glacier -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(43), Lock-%Hold(43)
    Level 28: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(45), Mako-Acc/EndRdx/Rchg(45)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
    Level 32: Jack Frost -- C'Arms-Acc/Dmg/Rchg(A), C'Arms-EndRdx/Dmg/Rchg(34)
    Level 35: Mud Pots -- FotG-Dam/End/Rech(A), FotG-Acc/End/Rech(36), FotG-Acc/Dmg/End/Rech(36), FotG-Acc/Dmg(36)
    Level 38: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(46), JavVoll-Acc/End/Rech(48)
    Level 41: Sleet -- Det'tn-Dmg/Rchg(A), Posi-Dmg/Rchg(50)
    Level 44: Hoarfrost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(50)
    Level 47: Frozen Armor -- LkGmblr-Rchg+(A), GftotA-Def(48), GftotA-Def/EndRdx(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Hibernate -- Heal-I(A)
    Level 50: Agility Partial Core Revamp
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(9), Numna-Regen/Rcvry+(11)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/EndRdx(11)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    Using Agility Partial Core, endurance recovery is workable, along with 31% S/L Defense (47% with Power Boost), and perma-Hasten. Combined with the controls, Hoarfrost, and Hibernate... I imagine it should work out reasonably well. The question becomes, is it worth it? lol
  15. Lately, I've been feeling (for lack of a better term) "burned out" on CoH. All of my current characters (12 50's, another 15 characters between 1-40, all on Virtue, the only REAL server. ) have been boring me, for one reason or another, and all of the lowbies are... Well... Boring, for various reasons. Now, part of this is probably my fault for refusing to roll "Flavor of the Month" characters (The few characters that I already had well on their way to 50 before they became FotM don't count), and also thriving on finding ways to make AT/Powerset combinations other people seem to think "suck" work. And work very well.

    <I had a really long, rambling post here, but put this in instead>
    Long story short... I have a tendency to roll supposedly "sub-par" builds, and (obviously) avoid the "FotM" builds (TW/Elec Brutes, Claws/Elec Brutes, Fire/Kin Controllers, etc). I refuse to buy KinCombats, Hami-O's (except Centrioles for a certain Blaster), and a few others, for no logical reason. Call it OCD, I dunno. Most of my builds are what I would term "semi-high-end" (between 2-6B, buying crafted IO's off the market because I'm lazy like that), but I'm looking to go all out (stopping just short of the 2B inf PvP procs and the like) and "purple out" this project. The problem with this idea is... I can't come up with a single build in my "comfort zone" of melee types that would give me a significant return on my investment that I couldn't do nearly as well in my normal budget.

    So... Somewhat hesitantly, I'm looking mainly towards Controllers and Dominators, but anything other than Masterminds are a possibility (I'm rolling a MM whenever Beast Mastery shows up, and that will be my token MM. I hate them.). However, I've hit a snag. Apparently, I totally suck at building anything in Mids that isn't a Tank/Scrapper/Stalker, so I come to you, friendly forum-goers, for suggestions/assistance. So far, the best candidate I've come up with... Is something I already have:


    Ice/Earth Dominator - I already have one in it's 30's, and it would benefit significantly from the increased recovery/recharge of using several (specifically, 5) purple sets. However, despite building entirely for recovery/recharge (I ended up with something like 12% defense across the board from what basically amount to LotG mules in reality), I just barely hit perma-Hasten, and perma-dom only with Hasten up. I can only come up with one explanation. I'm Doing It Wrong(TM). With T3 Cardiac Core, recovery would be... Manageable? An alternate build took Mu Mastery for Power Sink, but I'd really like to avoid going back to full Villain just for the epic pools, since I literally *just* got it full Hero (I totally forgot to run the arc before switching).

    Also considering a Mind/Dark Dominator when i22 hits (a look at a test build using Mind/Psi in Mids looked plausible), but... I'm not sure on that one.

    <wow, that really ended up being just as rambling. Oh well>

    All that said... Anyone have any suggestions (within the mentioned criteria) to cure my urge to spend way too much inf on something for way too little return? lol

    Suggest. Criticize. Outright make fun of me. I really don't care.
  16. I would like to point out that... Removing the aggro cap from Tanks does not instantly equal farming. If my Tank can survive herding the entire last map full of Cimerorans on an ITF, I see no reason to not be able to.
  17. Quote:
    Originally Posted by UberGuy View Post
    Sure it does. Unstoppable and Elude come to mind. Even Willpower with Strength of Will.
    I'm sorry, but... The idea of comparing an entire powerset to Elude, the Tier 9 (with a crash) of a powerset that's already nearly capable of hitting the Incarnate softcap to all three positions (with IO's, obviously) on a Scrapper, on top of scaling resistances... Is simply laughable.
  18. 1 Acc, 2 Rech. Same for Siphon Speed.
  19. Quote:
    Originally Posted by Hopeling View Post
    And mechanically, removing the regen from RttC for <20% resistance would gut the set. It would have no healing, low-to-moderate resists, and low-to-moderate defense. You'd have to rework the whole set for it to still be viable. Not to mention that in doing this you'd be dramatically altering the most important power in one of the most popular melee sets, even though its performance is about where it should be.

    Not necessarily. Assuming SO's, no Incarnates/Accolades/etc, on the most basic of slotting, without pool powers, you're still looking at 1,733 HP, 23.4 HP/s regen, and (rounding my proposed RttC change up to 20% at max targets for the sake of easy math) 55% S/L, 30% F/C/E/NE/Toxic Resistance. Add in Tough/Weave, and you have 73% S/L Res, just short of 10% S/L, and 21% F/C/E/NE Defense, 18% Psi Defense, 32% Psi Resistance. All values on a Scrapper.

    I wouldn't call being 2% short of the S/L Resistance cap, plus a fair amount of resistance to every other (resistable) damage type in the game on top of decent MaxHP/Regen and a smidge ("a smidge" being 21% to all but S/L, still respectable all things considered) of Defense "gutted", I would call it "layered mitigation".

    Add in Strength of Will every 5 minutes (IE: 2 minutes of capped S/L, 43% F/C/E/NE/Toxic Resistance every 5 minutes), and it's still looking very survivable to me, without even considering a complimentary primary (Dark Melee, Titan Weapons, Axe, Broadsword and Katana all come to mind for various reasons, to start with), or IO's/Accolades/Incarnates yet. Also, if people aren't happy with just the Resistance, there is also the option of either A) Up the Resistance per target (say, 40% max total?), or B) add in +Defense as well. Say, 20% Res/15% Def with 10 targets? I'm just giving suggestions, here. I leave the numbers to the developers.

    Since I've got Mids open for the WP numbers, I swapped it over to Regen. With the same slotting, Regen gets 6% Defense across the board (from Weave), 32% S/L Resistance, 15% Resistance to F/C/E/NE/Toxic/Psi, 50 HP/s. 1,339 (Scrapper base) HP with DP down, 2,128 with DP up (65 seconds downtime). Instant Healing takes just over 5 and a half minutes to recharge, and provides 90s of 138 HP/s total regen, while MoG provides capped Def/Res for a whopping 15 seconds every 2 minutes 22 seconds. Not particularly reliable mitigation in any form. IH and MoG combine for 1 minute 45 seconds of survivability (or near-invulnerability, depending on how you look at it) out of every 7 minutes 55 seconds, leaving Reconstruction with a 31s cooldown as your main survival tool outside of zero defense, minimal Resistance, and a moderate amount of regen.

    All that said, I'm not necessarily advocating changing Willpower "just because". I'm advocating buffing Regen and giving it Rise to the Challenge (that includes Stalkers, by the way), the powerset it should logically be in. WP can stay just the way it is, for all I care. I like the fact that by level 20, a WP/Ice Tank on DO's can be SK'd to 49 and solo-tank level 51 Carnies nearly indefinitely with a handful of inspirations. I actually deleted said tank because surviving was too easy. >.>
  20. Scirion

    Granite Armor

    Your preference may vary, but I have Granite slotted with 3 Aegis, an LotG +Recharge, a Gift of the Ancients Def/Run Speed, and a common Resistance IO. I have Rooted slotted with 3 Numinas/3 Regenerative Tissue, including the procs from both sets. I don't rely on Earth's Embrace much, so it has 3 Doctored Wounds (Rech, Heal/Rech, and Heal/End/Rech), plus a Numina's Heal/Rech. But, a bit of a disclaimer, I highly doubt anyone would actually suggest using my build. In fact, people might actually recommend NOT using it.

    Yes, it's that unconventional. At least, I think it is. >.>
  21. Quote:
    Originally Posted by Scirion View Post
    I have an idea here... Why not replace IH with RttC, and turn RttC into a +Res instead of +Regen, thus keeping in the respective themes of Willpower and Regeneration? Just a thought.
    Sorry to quote myself, but I wanted to expand slightly on what I meant by this, now that I'm not typing on my phone while at work. >.>

    I think we can all agree that Regeneration (as a powerset, not the mechanic) should rely largely on Regeneration. Click heals are nice of course, but Regeneration should survive (within reason) on just that. Regeneration. Willpower as a powerset, implies (to me, at least) that you are surviving purely by the strength of your will. Your drive to keep going, no matter the odds, no matter how wounded you may be.

    Thus, keeping this in mind, my suggestion would be to move Rise to the Challenge in it's current toggle form, minus the -ToHit portion, to Regeneration - replacing Instant Healing. You could even keep Instant Healing for the name. However, I would suggest increasing the endurance cost (just to throw out a number, .33/s, the same as Weave), and slightly increase the regeneration per target. Right now, if Mids is giving me the correct number (for Scrappers), RttC gives an unslotted buff of 5.58 HP/s, plus 1.39 HP/s per target. Bump it up to say, 1.8-2.2 HP/s per target (somewhere in that area), to help offset the increased endurance cost, loss of -ToHit, and coming into the set at 28 instead of 16, along with Regeneration having less forms of alternate mitigation, like Willpower does.

    Also, on the note of Regeneration, we all know that Revive is a terrible terrible power. I can't think of another rez power outside of Peacebringers and Empathy that does not provide *any* sort of buff or other method of staying alive long enough to re-toggle/heal/escape combat, whatever the case may be. So, to that end, I would suggest giving Revive the +Regeneration buff that currently exists in Instant Healing (in it's current form) for 10 seconds, plus 10 seconds of the unslotted MaxHP boost of Dull Pain. Both effects would be unenhanceable. Increase the recharge of the power if needed to balance out the fact that the self rez might actually be useful in any situation where you would actually need a self rez.

    Now, to handle Willpower, to account for RttC making the logical move to Regeneration. I would suggest keeping the same mechanic, but making it +Resistance instead of +Regeneration. Say, a base of 1% Resistance per target, 8 target cap. Enhanced, at 8 targets, that would be giving you (throwing out a rough, non-mathematical guess), something like 16-18% Resistance. Not alot, but it's also stacking with the ~9% from High Pain Threshold, the ~26% (to S/L/Psi) from Mind Over Body, along with Heightened Senses, etc. It could even keep the -ToHit it has right now. Logically, Willpower should concentrate largely on Resistance and MaxHP, to keep with the concept the powerset is based upon. This would help fix that.
  22. I have an idea here... Why not replace IH with RttC, and turn RttC into a +Res instead of +Regen, thus keeping in the respective themes of Willpower and Regeneration? Just a thought.
  23. Uh oh. We're introducing math now. You're confusing me. >.>

    I get the number of... 16.79, if I have this right.

    I came to this conclusion by doing...

    10/5.89(total activation time for my chain)/1(one AH proc in Ablating)*4+10

    Is that correct?

    Edit: On a related note... Is there any way to factor in the damage from Attack Vitals? If my math is right, (which is probably isn't, but we'll just pretend it is), Ablating>Weaken>Repeat does slightly more damage (specifically,13.23 total) per cast time than Ablating>Attack Vitals>Repeat, but I'm assuming Mids can't account for the bonus DoT from Attack Vitals... I'm assuming (and we all know what happens when you assume) that the faster total cast time for Attack Vitals (5.89 compared to 6.96 for Weaken) plus the DoT would actually result in significantly higher damage... But I'm also terrible at math, so I could be wrong. :/


    Also, figured I'd reply to this one as well since I'm here:

    Quote:
    If you're short on slots, the all-melee chain only needs you to slot 3 attacks instead of 4; on the other hand, maybe you want a certain set bonus from Fire Blast anyway, and you do still need it for Fire Ball.
    I took it so I could six-slot Fire Blast with Devastation/Thunderstrike (4/2 slotting, respectively). Char is 5-slotted with the PvP Hold set, because I can. Fire Ball got 5 Posi's+Javelin Volley Acc/End/Rech. lol It was one of my few builds where I sat around for a couple minutes trying to figure out what to use extra slots on. *shrug* As it turns out... Skipping 4 out of 9 powers in your primary set gives you a TON of slotting options. >.>