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I've gone through about 2 million tickets now so I have tried many different strategies to make inf. My recommendations are:
Characters level 1-49 = buy rare 45-50 Salvage.
Characters level 50 who generate 10k tickets a day or less = Buy 30-34 bronze rolls and craft into enhancements.
Characters level 50 who generate 20-30k tickets a day = Buy 30-34 bronze rolls and only sell ones worth 500k and up.
Characters level 50 who generate over 30k tickets a day = Buy 30-34 Gold Rolls and craft into enhancements.
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How about a guideline for those of us who have a level 50 but only seem to manage to get about 600 tickets per hour?
I suppose I just don't have the right combination of powers on my 50th level toons to be able to clear the missions that fast.
But thanks for the tip on the lvl 30-34 bronze rolls. I picked up a Regenerating Tissue +Reg recipe from one of those rolls today.
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Here's a question..
What if the mobs run in and out of the damage aura repeatedly during the 10 seconds?
Does the system remember them or does it reset each time they re-enter the aura?
And how do these AoE procs work in a click to activate power? Say I had a PBAOE power with a 4 second cooldown and 1 second activation time.
Would the proc potentially go off every time I click the power vs. every mob in range or would it have a hidden 10 second cooldown before it could attempt to proc again? -
Well that explains the streaks of misses then.
Do +tohit bonuses work correctly in PVP or are they modified as well?
I mean, if I turn on Focused Accuracy, does it provide a base +5% tohit to the 50% or is the buff it gives reduced as well? -
Thank you, that explains a lot.
Now I am just wondering if there is some kind of hidden -tohit debuff in the Arena as I am seeing a ridiculous number of misses against enemies who have no defense powers. -
Yes, Mids is correct.
Part of the difference is in that "jumping" from place to place has more issues than running.
Say in the tunnel maps or in other areas where there is very little clearance for jumping around.
Personally I feel this is offset by the ability to get over certain obstacles with leaping but I do know that it is very annoying to be constantly crashing into the ceiling when trying to use Hurdle as travel power indoors. -
I've been trying to understand how the PVP Resist Damage bonus for certain classes works.
For example, today I played my level 48 Blaster in several PVP rounds and in some matches the Resist Bonus came to 22.5% and in other matches the bonus was listed at 40%.
What exactly was causing the discrepancy from match to match?
I assume that other classes also get a bonus (although I noticed that my tanker does not) and am curious as to which classes get which bonus levels. -
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My basic question is how do all of these things play together?
My basic understanding of positional versus typed is the larger of the two.
Say we have a character with a 20% melee defense bonus, a 15% smashing defense bonus, and a 10% ranged defense bonus.
With the above if I get hit with a melee smashing attack I would get a defense bonus of 20%. If I got hit with a ranged smashing attack I would get a 15% defense bonus correct?
Now assuming I have that right, how does global defense from IOs, weave, maneuvers etc work into that? Lets say I am getting a 4% bonus from weave, a 5% bonus from maneuvers, and a 3% global defense IO. With the above situations do you simply add them all together? So for the melee attack I would get a 32% (20+4+5+3) defense bonus, and the ranged attack I would get 28% (15+4+5+3) bonus?
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Basically, Maneuvers, Weave and the +Def IO all add to every defense type, so yes all three would essentially be added together and would apply equally to all individual and positional defense categories. -
I just got the Shield Wall +Res Unique and a Glad Strike Dam/Rch in one 30 minute session today so PVP definitely still pays to play.
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I would swap Mind Over Body and Taunt in where you take them.
I would go with Focused Accuracy over Conserve Power (you don't need it on a WP Tanker) so you can slot Gaussian's: Chance for Build Up in it.
You have the Numina's and Miracle rares (and Performance Shifter?) in there. You don't need any of those (especially since you elected not to take Hasten) ... you will never see the middle of your endurance bar) and they would probably serve another of your characters better. That's including SoW crashes.
I would take Hurl over Laser Beam Eyes (more damage) unless you're really just trying for a Superman knockoff.
Worry less about slotting for +recovery in set bonuses and more for +regen and +health.
Otherwise you're looking good.
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Right now at level 43 with no recharge bonuses and fully slotted Quick Recovery and Stamina I am still having to down blues to keep my End bar from crashing over long fights.
I can't see it getting any better once I have a global recharge level of 55% added to the mix making my attacks run even faster. Thus my reason for pushing End recovery up.
As to Conserve Power, it is basically a filler to get to Laser Beam Eyes.
While I would rarely use CP I doubt that I would ever turn on Focused Accuracy since after the nerf it is essentially worthless and still costs an insane amount of endurance to run.
I prefer LBE over Hurl for a ranged attack as it costs less endurance to use, has a faster recharge time and a faster animation. It also adds a different type of damage to the set (energy) which can be helpful when fighting things with high levels of Smashing defense or resistance.
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Something doesn't sound right with Stamina and Quick Recovery and still running out of Endurance.
I'm guessing that prior to long fights you are probably clicking Rage and Strength of Will?
They both have 120 second duration and crash your Endurance when they expire.
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I haven't even taken SoW as a power.
The End loss is from a combination of the Rage End drop and firing off Footstomp as fast as it refreshes.
This is with QR and Stamina maxed out, a chance for +End in QR, no global bonus to recharge running and with Footstomp at half endurance cost.
As I said before, I cannot see it getting any better as I start adding in global recharge bonuses to the set thus my reason for pushing total End and End recovery.
Once the build is assembled, if I find I am at a surplus of Endurance then I'll consider taking it back down a notch. -
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I would swap Mind Over Body and Taunt in where you take them.
I would go with Focused Accuracy over Conserve Power (you don't need it on a WP Tanker) so you can slot Gaussian's: Chance for Build Up in it.
You have the Numina's and Miracle rares (and Performance Shifter?) in there. You don't need any of those (especially since you elected not to take Hasten) ... you will never see the middle of your endurance bar) and they would probably serve another of your characters better. That's including SoW crashes.
I would take Hurl over Laser Beam Eyes (more damage) unless you're really just trying for a Superman knockoff.
Worry less about slotting for +recovery in set bonuses and more for +regen and +health.
Otherwise you're looking good.
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Right now at level 43 with no recharge bonuses and fully slotted Quick Recovery and Stamina I am still having to down blues to keep my End bar from crashing over long fights.
I can't see it getting any better once I have a global recharge level of 55% added to the mix making my attacks run even faster. Thus my reason for pushing End recovery up.
As to Conserve Power, it is basically a filler to get to Laser Beam Eyes.
While I would rarely use CP I doubt that I would ever turn on Focused Accuracy since after the nerf it is essentially worthless and still costs an insane amount of endurance to run.
I prefer LBE over Hurl for a ranged attack as it costs less endurance to use, has a faster recharge time and a faster animation. It also adds a different type of damage to the set (energy) which can be helpful when fighting things with high levels of Smashing defense or resistance. -
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I looked it up and they appear to have a flat 77% debuff
resistance to -tohit effects during the "Triangles up" phases.
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You're wrong there as well. The PToD only contribute to mez resistance. The debuff resistance is always there. It's also not always 77% resistance. It scales by the level of the AV. If you actually checked the link that I gave, you'd see the debuff resist numbers at each level. At level 50 (which I said), an AV has 85% debuff resistance. .15*30 = 4.5%
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I was going by the information on Coh/wikia which has the information I quoted.
Archvillain resistances
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This power provides the following resistances during its "triangles up" period:
* 90.0% Knockup Resistance
* 90.0% Knockback Resistance
* 90.0% Repel Resistance
* 77.0% Run Speed Debuff Resistance
* 77.0% Recharge Debuff Resistance
* 77.0% Accuracy Debuff Resistance
* 77.0% Endurance Drain Resistance
* 77.0% ToHit Debuff Resistance
* 77.0% Defense Debuff Resistance (base and all types)
* 77.0% Perception Debuff Resistance
* 77.0% Regeneration Debuff Resistance
* 77.0% Recovery Debuff Resistance
* 50.0 Terrorize Protection
* 50.0 Disorient Protection
* 50.0 Hold Protection
* 50.0 Confuse Protection
* 50.0 Knockup Protection
* 50.0 Knockback Protection
* 50.0 Repel Protection
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As my Tanker gets closer to 50 I am looking to rebuild him for use in solo and group play.
This is what I have come up with so far (Purples cost too much) and I am wondering what can be improved.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
iconic: Level 50 Science Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- ResDam/EndRdx(A), Heal/Rchg(19), Heal(37), Heal/EndRdx(43), ResDam(46)
Level 1: Jab -- Acc/Dmg/Rchg(A), Dmg/Rchg(3), Acc/Dmg/EndRdx(3), Dmg/EndRdx/Rchg(9), Dmg/EndRdx(42)
Level 2: Fast Healing -- Rcvry+(A), Regen/Rcvry+(7), Heal-I(19), Heal(40)
Level 4: Haymaker -- Acc/Dmg/Rchg(A), Dmg/Rchg(5), Dmg/EndRdx(5), Acc/Dmg(7), Dmg/EndRdx/Rchg(37)
Level 6: Air Superiority -- Dmg/EndRdx/Rchg(A), Acc/Dmg(15), Dmg/EndRdx(33), Dmg/Rchg(34), Acc/Dmg/Rchg(37)
Level 8: Rise to the Challenge -- HO:Golgi(A), HO:Golgi(9), Heal(34), Heal/EndRdx(43)
Level 10: Indomitable Will -- Def/EndRdx(A), Rchg+(11), Def/EndRdx/Rchg(11)
Level 12: Quick Recovery -- End%(A), EndMod/Acc(13), EndMod/EndRdx(13), EndMod(42)
Level 14: Fly -- HO:Micro(A), Fly(15)
Level 16: Taunt -- Acc/Rchg(A), Taunt/Rchg/Rng(17), Taunt/Rchg(17), Dam%(36)
Level 18: Swift -- Run-I(A)
Level 20: Knockout Blow -- Acc/Dmg(A), Dmg/EndRdx(21), Dmg/Rchg(21), Dmg/EndRdx/Rchg(27), Dmg/EndRdx/Rchg(31)
Level 22: Heightened Senses -- Rchg+(A), Def(23), Def/EndRdx/Rchg(23)
Level 24: Health -- Heal(A), Heal/EndRdx(25), Regen+(25)
Level 26: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(34)
Level 28: Rage -- ToHit/Rchg(A), EndRdx/Rchg(29), Rchg(29)
Level 30: Mind Over Body -- ResDam/Def+(A), ResDam/EndRdx(31), HO:Ribo(31)
Level 32: Boxing -- Acc/Rchg(A), EndRdx/Stun(33), Acc/EndRdx(33), Stun/Rng(42), Acc/Stun/Rchg(43)
Level 35: Tough -- ResDam/EndRdx(A), ResDam/EndRdx/Rchg(36), ResDam(36)
Level 38: Foot Stomp -- Acc/Dmg/EndRdx(A), Acc/Rchg(39), Dmg/EndRdx(39), Acc/Dmg(39), Dmg/Rchg(40), RechRdx-I(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
Level 44: Laser Beam Eyes -- Acc/Dmg(A), Dmg/EndRdx(45), Dmg/Rchg(45), Acc/EndRdx/Rchg(45), Acc/Dmg/Rchg(46)
Level 47: Weave -- Def/Rchg(A), Def(48), Def/EndRdx/Rchg(48), Rchg+(48)
Level 49: Strength of Will -- EndRdx/Rchg(A), ResDam/EndRdx/Rchg(50), ResDam(50), ResDam/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]4.25% Defense(Energy)[*]4.25% Defense(Negative)[*]3% Defense(Psionic)[*]5.5% Defense(Melee)[*]3.63% Defense(Ranged)[*]6.13% Defense(AoE)[*]2.25% Max End[*]39% Enhancement(Accuracy)[*]55% Enhancement(RechargeTime)[*]3% Enhancement(Stun)[*]231.9 HP (12.4%) HitPoints[*]MezResist(Immobilize) 13.2%[*]MezResist(Sleep) 2.2%[*]MezResist(Terrorized) 2.75%[*]8% (0.13 End/sec) Recovery[*]98% (7.67 HP/sec) Regeneration[*]1.26% Resistance(Energy)[*]4.39% Resistance(Negative)[/list] -
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But if your concept is an AV hunter it can provide a similar level of protection.
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No, it can't. DM can stack up ~30% -tohit with a decent attack string. Archvillains have very significant debuff resistance that, at level 50, will reduce the value of that 30% -tohit to 4.5% -tohit.
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I was unaware of that.
I looked it up and they appear to have a flat 77% debuff
resistance to -tohit effects during the "Triangles up" phases.
Based on that I have to agree that adding +def would be a better strategy then, at least during the 66% of the time that the resistance would be in effect.
Although I do have to ask, how does 23% of 30 = 4.5%?
Shouldn't it be 6.9% -
Granted, DM is not as useful defensively in general, but against single enemies or small groups it does at least provide some additional survivability to the character as a reduction in tohit is essentially equivalent to an equal amount of +def being added to the character in question.
If you wanted to, you could take ToF and stack it with -tohit mods to allow you to stack roughly -35.6 tohit on a single target. Add in the -tohit debuffs from your melee attacks and you can push down a single attackers +tohit by over 45% (a tactic I used to use soloing AVs) which can increase your survivability considerably.
Situational? Certainly.
As generally useful as Parry's +def? No.
But if your concept is an AV hunter it can provide a similar level of protection. -
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I base this alot of this on ITF runs mind you.
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Which disproportionately favors */WP because it's got def debuff resistance and significantly higher levels of lethal resist.
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What?
Why should lethal resitance make a difference? Isn't Regnerations mitigation indescrimante?
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While Regen heals all damage at the same rate, having less damage coming in means that the set performs better. Less to heal = able to take bigger pre-resistance hits.
And the lack of debuff resistance means that Regeneration is the one secondary that can be essentially turned off if hit with enough debuffs. -
Back "in the day" after the great Regen Nerfs but before ED ( when it was easy to make Hasten and DP perma), I used to run around with about 900% constant regen without having to resort to using IH and that was enough for me to solo just about anything except Malta sappers and AVs without having to resort to firing off IH, MoG or Reconstruction.
Now my new build has a little over 800% constant regen, perma DP and Hasten up 85% of the time and frankly I am loving it.
It feels almost exactly like it did pre-ED but with a much more useful version of MoG in the set.
I am back to the point where soloing is not a chore and the game is "fun" to play again.
Mind you it cost about 450 million Inf on IOs to be able to do it but to me it was worth it. -
I like the idea of replacing the Numina's Heal/End in Health with the Miracle +Recovery as I have been hunting for a way to add more +end or +end recovery as that seemed to be a weak spot.
But as this build is not actually for me, I have to ask...
Is there a better Primary than DM to synergize with Super Reflexes?
I picked that set because I was familiar with it and I thought that the Heal from Siphon Life and Dark Consumption would offset SR's weak points but not being an expert on every Primary I do wonder if there is one which works better with SR. -
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EDIT: Just logged in to see what could be causing the disconnect. I recall now. BS/Regen which is what my Regen is, is soft-capped easily because of Parry to melee/lethal. Thus making it much less necessary for me to depend on set bonuses for most of the things I do.
So I'm not going to disagree with your assessment, but I'll say that it's not really relevant to my character's playstyle.
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That'd do it. I know that the only other famed */regen I know of that uses DP in a similar manner (re: actually letting it fall on a regular basis), Werner, is a Kat/Regen. DA/Parry allow for some very different set ups, but I wouldn't recommend a play style like that to anyone that wasn't also a Kat/regen or BS/Regen because no other set provides the same levels of additional defense as DA/Parry cane.
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Dark Melee may not provide "Defense" per se, but it does have the option of stacking -tohit debuffs on the target which can amount to much the same thing.
Perhaps not to the same degree that Broadsword and Katana can (I don't know, never having played those sets) as I think their +def buff works against all incoming melee attacks but against a single target like a Boss or AV the stacking -tohit debuff from DM does become noticeable. -
I've just about convinced one of my friends to return to the game and re-activate his account (he hasn't played since before I6) and give the "new" game a try.
He wants to create a character that will take advantage of the changes that have been implemented in the past couple of years that will be able to handle "just about anything" once it has leveled up.
After looking at the board, it seems that the Super Reflexes set may be what he is looking for as it has benefited (greatly) from IO bonuses and is good for AV hunting, soloing and group play.
The only two weaknesses the set seems to have are a lack of a self heal (for when you do get hit) and the End drain required to run all of the toggles needed to maintain the +defenses.
Based upon that, I thought that Dark Melee was the perfect set to use to offset those problems due to Siphon Life (a fast recharging self heal) and Dark Consumption (potentially filling up the End bar once a minute).
Not having played SR myself past level 12 I can't really say for sure though.
Please feel free to point out any mistakes I may have made, but I am thinking that this may be a build that he can shoot for that could do what he wants.
The only major fault is that I couldn't fit in an actual Travel power leaving the character to get around basically with just Hurdle which might be a sticking point for him..
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Agility scrapper: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Smite -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Dam%(11), Acc/Dmg/EndRdx(15), Dmg/EndRdx/Rchg(34)
Level 1: Focused Fighting -- Rchg+(A), Def(5), Def/EndRdx(5), Def/EndRdx/Rchg(46)
Level 2: Shadow Maul -- Acc/Dmg(A), Acc/Dmg/EndRdx(7), Acc/Rchg(7), Dmg/Rchg(40), Dmg/EndRdx(40)
Level 4: Agile -- Rchg+(A), Def(21), Def/EndRdx(21), Def/EndRdx/Rchg(39)
Level 6: Hurdle -- Jump-I(A), Jump-I(31)
Level 8: Siphon Life -- Acc/Dmg/Rchg(A), Dmg/EndRdx(9), Dmg/Rchg(9), HO:Golgi(11), Acc/Dmg/EndRdx(25), Dmg/EndRdx/Rchg(43)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Boxing -- Acc/Dmg/EndRdx/Rchg(A), Acc/EndRdx/Rchg(13), Dmg/Rchg(13), Dam%(37), Dmg/EndRdx(40), Acc/Dmg(43)
Level 14: Health -- Regen/Rcvry+(A), Heal(15), Heal/EndRdx(34), Regen+(34)
Level 16: Dodge -- Rchg+(A), Def(17), Def/EndRdx/Rchg(17)
Level 18: Focused Senses -- Rchg+(A), Def(19), Def/EndRdx(19)
Level 20: Stamina -- End%(A), EndMod(23), EndMod/Acc(23), EndMod/Rchg(43)
Level 22: Quickness -- Run-I(A)
Level 24: Combat Jumping -- Def/EndRdx(A), Def(25)
Level 26: Soul Drain -- Dmg(A), Acc/Rchg(27), Dmg/Rchg(27), Acc/Dmg/EndRdx/Rchg(31), Acc/Dmg/Rchg(37)
Level 28: Lucky -- Rchg+(A), Def(29), Def/EndRdx(29)
Level 30: Tough -- ResDam/Def+(A), HO:Ribo(31)
Level 32: Weave -- Def(A), Def/EndRdx(33), Def/EndRdx/Rchg(33), Def/Rchg(33)
Level 35: Midnight Grasp -- Dmg/EndRdx/Rchg(A), Acc/Dmg/Rchg(36), Dmg/Rchg(36), Acc/Dmg/EndRdx(36), Dmg/EndRdx(37)
Level 38: Evasion -- Def(A), Def/EndRdx(39), HO:Enzym(39)
Level 41: Caltrops -- Acc/Dmg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Dmg/Rng(42), Acc/Dmg/EndRdx(46)
Level 44: Shuriken -- Acc/Dmg/Rchg(A), Acc/EndRdx/Rchg(45), Dmg/Rchg(45), Dmg/EndRdx(45), Acc/Dmg(46)
Level 47: Dark Consumption -- Dmg(A), Acc/Rchg(48), Dmg/Rchg(48), Acc/Dmg/Rchg(48), Acc/Dmg/EndRdx/Rchg(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
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On a fire brute I'd go for +rech first, +def second
Having healing flames up more often will greatly improve your survivability
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/Second
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Thirded
However, for reference, 350% regen is about what a regen scrapper has with integration and fast healing. That coupled with your resists and healing flames is a significant amount of mitigation.
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Not quite, most /Regen scrappers can get to about 500% regen fairly easily.
I have to admit though, that having about 325% Regen on my Fire tank has made a noticeable difference in his survivability. -
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I know super reflexes goes for the soft cap defenses and resistance sets go for soft capping resist, but what does regen look for to cap?
Right now I have a ton of regen set IOs and I've only seen my total regeneration with Fast Heal+Health+Integration at 2.71%/sec and it seems to be gaining slightly. Is there a soft cap, and am I even beginning to approach this, or should I stop pursuing +regen and instead try to gain a different kind of mitigation via sets?
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Well, if you had an unlimited budget you could potentially get to the point of having around 3.5% health back per second passively (around 850% regeneration) and 6.9% per second with Instant Healing on (1650%) but the general opinion seems to be to shoot for Recharge and defense bonuses first and then look at HPs (if not at the cap with DP) and Regen, accuracy and damage bonuses to round out the set.
Recharge insures that the click powers from the /Regen side are up as often as needed while also insuring that your attack chain is optimized by having the most damaging attacks available as often as possible. Regen excells for this type of build due to having both Dull Pain (which once permanently on helps to maximize your HPs) and Quick Recovery which helps to compensate for the Endurance needed to power long runs of High Damaging attacks. -
I made the adjustments you suggested and the recharge for those two powers looks to be in line now.
I was basically planning to use Shadow Maul for the filler during the Hasten downtime.
I'll see how it works out in a few days once I can liquidate some HOs and start purchasing the set IOs I need.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
speed force: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Hero Profile:
Level 1: Smite -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 1: Fast Healing -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(3), Numna-Heal(5), RgnTis-Regen+(19), Numna-Regen/Rcvry+(40), RgnTis-Heal/Rchg(48)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(42)
Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(21)
Level 6: Reconstruction -- Numna-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx/Rchg(7), Mrcl-Heal/Rchg(7), Numna-Heal/Rchg(34), Numna-Heal(34)
Level 8: Siphon Life -- HO:Nucle(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Acc/Dmg(9), HO:Golgi(25), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(42)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(31), Dct'dW-Heal(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Tr'ge-Heal/EndRdx(19), Tr'ge-Heal/EndRdx/Rchg(50)
Level 18: Hurdle -- Jump-I(A)
Level 20: Boxing -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(43), Stpfy-Acc/EndRdx(45), Stpfy-EndRdx/Stun(45), Stpfy-Acc/Rchg(46)
Level 22: Tough -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(46)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(36), Mrcl-Rcvry+(37), Mrcl-Heal(40)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 28: Instant Healing -- RechRdx-I(A), Tr'ge-Heal/Rchg(29), Tr'ge-EndRdx/Rchg(29), RechRdx-I(43)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), EndMod-I(46)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), RechRdx-I(45)
Level 35: Stealth -- LkGmblr-Def(A), LkGmblr-Rchg+(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(48)
Level 44: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 47: Whirlwind -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rechg%(48)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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ClawsandEffect - As I said before, I don't have any interest in rebuilding a virtual clone of my scrapper using DM/WP (It would be months before that character saw 50th) so it's either find a build I can respec this character into I can live with or just scrap the scrapper all together.
Werner - Your build is very interesting. You managed to squeeze the total regen past the 800% mark which was actually the goal I was shooting for. It lost a small amount of +recharge though.
But taking some of your ideas into account I've rebalanced my build and gotten it over the 800% regeneration threshold, kept roughly the same level of melee defense you had, Shadow Maul is a useful attack again and still kept Whirlwind in the set.
Yes Whirlwind
As the character is themed as a "super speedster" I actually added the power on purpose. I also plan to use it to break up large groups a bit when soloing.
The usual tactic would be to run right into the middle of the group (using SS + Stealth, Hit Soul Drain then Whirlwind (for just a moment) to slow the incoming damage for a few seconds.
As Umbral pointed out, an active defense means less damage for Regen to deal with and minions don't tend to do much damage when flying through the air or sitting on their butts.
Not the necessarily the most efficient tactic but it should tend to break up the overall incoming damage to the point where basic regeneration + Siphon Life alone should be able to handle it most of the time. (I also have MoG coming available about once every 90 seconds to help deal with alphas from really nasty looking groups)
The added benefit of having Whirlwind is it gives me a place to put a Force Feedback, chance for +recharge into the build which may help (occasionally) to shore up the gap in Hasten.
Or that's the theory at least...
I'll have to assemble the build before I can see if it can actually work.
If it doesn't pay off then I can respec Whirlwind back out and add Resilience back in.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
speed force: Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Hero Profile:
Level 1: Smite -- C'ngImp-Dmg/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg(13), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 1: Fast Healing -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(3), Numna-Heal(5), RgnTis-Regen+(19), Numna-Regen/Rcvry+(40), RgnTis-Heal/Rchg(48)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(42)
Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(17), P'Shift-End%(21)
Level 6: Reconstruction -- Numna-Heal/EndRdx/Rchg(A), Mrcl-Heal/EndRdx/Rchg(7), Mrcl-Heal/Rchg(7), Numna-Heal/Rchg(34), Numna-Heal(34)
Level 8: Siphon Life -- HO:Nucle(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Acc/Dmg(9), HO:Golgi(25), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(42)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(31), Dct'dW-Heal(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 14: Super Speed -- Run-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(17), Tr'ge-Heal/EndRdx(19), Tr'ge-Heal/EndRdx/Rchg(50)
Level 18: Hurdle -- Jump-I(A)
Level 20: Boxing -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Stun/Rng(43), Stpfy-Acc/EndRdx(45), Stpfy-EndRdx/Stun(45), Stpfy-Acc/Rchg(46)
Level 22: Tough -- ImpArm-EndRdx/Rchg(A), ImpArm-ResDam(36), ImpArm-ResDam/EndRdx/Rchg(40), S'fstPrt-ResDam/Def+(46)
Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(36), Mrcl-Rcvry+(37), Mrcl-Heal(40)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(43)
Level 28: Instant Healing -- RechRdx-I(A), Tr'ge-Heal/Rchg(29), Tr'ge-EndRdx/Rchg(29), RechRdx-I(43)
Level 30: Stamina -- P'Shift-End%(A), P'Shift-EndMod(39), EndMod-I(46)
Level 32: Midnight Grasp -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg(34), RechRdx-I(45)
Level 35: Stealth -- LkGmblr-Def(A), LkGmblr-Rchg+(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(48)
Level 44: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 47: Whirlwind -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rechg%(48)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Now the painful part.
Going through four respecs in order to salvage all my HOs (Nucs, Golgies, Micros, Endos, etc.) some set at level 53.
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You do realize that by adding Psi resistance to the set you are pushing it back over into Willpower's territory again, right?
The whole point of Regeneration is that it heals so fast that the type of damage shouldn't matter, they all heal up equally fast.
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Hmm...Good point.
Would having the debuff resistance in Dull Pain be permanent or would it have to be activated?
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I'd say that it would act in the same way that the toxic resistance component does already either supplementing it or replacing the Toxic for Debuff resistance. -
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The build currently has 12.2% melee defense which while not "huge" does help to some degree.
My biggest problem with attempting to turn my DM/Regen scrapper into a "Poor man's Super Reflexes" is that frankly I don't want to play a set where my character's survival is based upon +Def and almost nothing else.
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Your primary survivability is still based around hefty levels of regeneration. The problem with trying to go with regen and not much else is that it's no longer possible to get to the levels of regeneration that allowed a player to actually run without damage mitigation. The important thing to keep in mind is that you've only got an extra 24 hp/sec when you could have gotten an extra 16% defense to all 3 positions. That 24 hp/sec might seem like a lot, but you've got to consider that it's ignoring IH, Recon, and the heal from Dull Pain in it. That's sheer survivability from an hp/sec standpoint. The problem is that 70 hp/sec isn't really all that much.
The best bet when trying to get additional survivability for a */regen is to just go for +recharge and then +def. There just isn't enough +Regen to actually make a significant difference.
Something to consider is that I've got a DM/Regen and still play him a lot. I've logged more hours on him than I care to count and have done every piece of dev made content available (seriously, I've got the souvenirs to prove it) with him. He's done it all and, unless I'm doing something completely out of the realm of normalcy (soloing 8 man unyielding spawns of Rularuu), I don't have to bother using my click powers. Even then, I only have to use them sparingly.
The big thing to remember is that */regen as it is now will never be the way it used to be. It's active. You're not going to get a really great */regen build that doesn't capitalize on that nature because it's running counter to the set. You just can't get enough +regen from IOs to actually make passive regeneration (rather than click powers) your primary method of survival (keep in mind, if they ever did allow that, it would mean that even Blasters would be able to get above or near where we are now).
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Well that's not quite true as blasters wouldn't have the HPs needed to achieve the same levels of HP per second recovery that a Scrapper with DP is capable of.
Added to that, assuming that Siphon Life hits 90% of the time healing 220 points each hit and is activated once every 4 seconds, it would add an "invisible" 49.5 hit points a second to the overall "regeneration" of the character in melee.
That brings the total "passive" regeneration up to roughly 122 HP/sec which is actually higher than what I used to run with commonly years ago Pre-ED. (when I used to skip Siphon Life as a "worthless" power selection)
Part of the difference in our viewpoints is that I am not looking to be able to solo 8-man instances on Unyielding.
I would be happy to be able to simply solo "Solo" instances on Unyielding again like I used to be able to "Back in the day".
I logged in last month with a build set up with literally dozens of HOs and got creamed repeatedly by a mission I used to clear without breaking a sweat.
And I am not planning on "never" using IH, MoG or Reconstruction. I have no problem with using them as emergency fall back powers, I just don't want to have to be using them in every single encounter just to survive. (which is basically what I am having to do right now.)