SpiderTeo_OC

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  1. Quote:
    Originally Posted by Shred_Monkey View Post
    They're all level 50 except the regen unique.

    They're all very close to the same. Differences of less then 10% base regen (all around 700 base).

    I'd have to say, what we're talking about is all news to me. I'm also not familiar with RTTC working differently against higher cons either.

    And again... i'm assuming mid's is correct... I don't have a good way to confirm that without canabalizing a toon. (but I do happen to know that there are some regenerative tissue uniques for sale red side... *ahem*)
    I first thought "bovine feces" on the enhanceable part of the unique IOs, until I tested themselves. The differences were small, but the math did add up. Altogether, it wasn't that much of a difference, it was still there.

    As for RttC, I don't know of any mechanic where a target's con level has any effect on +regen, if at all, (on the -ToHit debuff, sure, but not the +regen) excluding any buffs or debuffs.

    Silverado, are you sure that the procs weren't double-stacked from zoning? Because these unique IOs act like procs, the effect sometimes stack when zoning, like many other ally buffs (I think it's an unintentional bug that has been around for a while but a bug in our favor). On my MA/Regen, I notice that my current regen jumps up by about 4-5hp/sec after I zone into a mission or area. That only lasts about a couple minutes (the length of the proc effect), however.

    That is the only scenario that I can think of that is giving you the discrepancy in numbers. The next time that you are logged in, look at the Combat Attributes window, not the Combat Monitor window. The Monitor will show the total regen, but not each of the components. The more comprehensive Combat Attributes window will show each buff and debuff for your regeneration. If your toon is affected by the zoning bug, then you will see more than one instance of both unique IO buffs affecting your totals. That's where the extra +regen might be coming from. It goes away after a couple minutes.

    Now if that doesn't explain your change in numbers, then see what numbers you can get and bug it.
  2. To the OP, most Scrappers do put a strong focus on survivability in order to perform in some of the more difficult challenges the game has to offer. It's no question that a tanker is better at survivability than a scrapper, or that a scrapper can get more than enough survivability in most cases. The main reason to choose a tanker over a scrapper is for aggro management. That is something that tankers can do inherently better than scrappers.

    Particularly on teams, tankers are expected for aggro management. You might not always need to do it, but if called upon to do so, then you should at least be decent in that.

    Scrappers, in contrast, are more of a solo artist than a team player. They still add damage to a team like blasters, and can take a little aggro like tanks in small pieces. But expectations are that you are able to take a few hits (not as much to be a meat shield, usually) but enough that you can do damage up front and personal.

    Whether you want to make a tanker with uber-DPS or a scrapper with uber-survivability might all just depend on powersets, concept and preference. However, you should consider the aggro management aspect as well. If you don't ever intend to manage aggro, then go make a scrapper, and you won't be expected to do so. But if you feel that you might want to take that role up on your toon, even if you don't do it all the time, then consider the tanker, because teammates certainly will.
  3. Quote:
    Originally Posted by Silverado View Post
    The higher a mob cons, the lower the regeneration bonus it gives (when the proc is slotted in RttC)

    Uniques in RttC are a BIG nono.
    Do you got the math to explain those inverse ratios, or have some sort of live experience with slotting those unique procs into RttC?
  4. Many players have seen that the Numina unique IO and the Regen Tissue unique IO do act like procs with a 100% chance to fire and that their regen values are also affected by the healing enhancement value of the power that the IOs are in.

    I didn't believe the enhancement part myself myself at first, but I did a test on my MA/Regen scrapper and saw that the values of these unique IO do got up from their respective base 20% and 25% values by a factor of whatever the power's Healing enhancement was. The proc doesn't do anything to the power but just take up the slot. But the power could affect the IO proc by the its own enhancement.

    Example, if Fast Healing was Healing enhanced by 66%, a Regen Tissue slotted into that Fast Healing would also have its 25% regen enhanced as well, up to around 41.5%. The difference was small, but the numbers in-game reflected what math I did on paper.

    I don't think this was intentional, but just a quirky bug of the game that comes out into our favor.

    The Regen Tissue and Numina unique IOs should work just fine in RttC because the power is assumed to always to be on when you need it. Yes, the power has a variable regen rate and its -ToHit is dependent when enemies are close or not. But the power does have a base regen in addition to its variable regen and the IOs ignore anything regarding the -ToHit component. Activation of the proc is dependent on activation of the power, not variables of the power itself.

    Now as for Shred's latest post and edit, I did the same myself in Mid's. The values all seem to add up to the same, and that the unique IO's regen ignores ED for its own enhancement, at least all according to Mid's (not sure if it's the same in-game), so I don't know what I did differently than what he did. Shred, did you make sure that all the enhancement are at the same levels, both the common IOs and the Numina one?
  5. I would agree with most of what EricHough and Nights_Dawn have said already. Because the unique IO operates like a proc, then you want to put it into an earlier power possible, for the sake of exemplaring. For a Willpower scrapper, the powers High Pain Threshold, Fast Healing, and even RttC are good places to slot the Regen Tissue IO in, provided the slot is available.

    The only better choice for slotting is to slot it into a power slotted with a high Healing enhancement (again, usually Fast Healing and RttC both fit this choice).

    As for which scrapper needs it more, you want to consider how much benefit the IO provides. Its +25% regen provides about from 1.4hp/sec to 4.9hp/sec, depending on slotting and MAX HP. For high +regen toons, like Willpower and Regeneration, that amount is just a drop in the bucket when most of those toons can easily get at least 30hp/sec, and even much more with further tweaking (though the most pimped-out /regen and /wp builds do incorporate the Regenerative Tissue IO).

    Other scrapper secondaries, including Electric Armor, generally only regenerate around 5.575hp/sec to 10hp/sec, depending on MAX HP. The Regen Tissue IO would definitely be noticed more on these scrappers than others.
  6. SpiderTeo_OC

    Regen Scrapper

    The main reason to get purple sets for a /Regen scrapper is the big fat +recharge bonuses, because /Regen in itself benefits from more +recharge. And you would need at least 5 in a set to get that bonus.

    You can get by without purple sets on a Regen scrapper, since there are several other ways to increase +recharge. Purple sets do give a big bonus, but only marginally so if your regen scrapper is already spec'ed with a lot of +recharge outside of purple sets.

    And yes, the LotG +Recharge IO are very popular because of that, but again, not always necessary to make a great regen.
  7. Just so there's no confusion, the Numina and Regen Tissue unique IOs operate as procs. It's a 100% chance to activate, but it's a proc nonetheless. That means that the level of the IO is not important when exemplaring down, but the power it is slotted in does.

    For example, one gets Fast Healing at level 1 but delays Health until level 47. If the procs/uniques were in Health, then when the scrapper is exemplared between level 47, he loses the benefits of the IO, regardless if they were of lower level or not. If the procs/uniques were slotted in Fast Healing, then the scrapper would benefit all the way down to level 1, or whatever level you get Fast Healing in any other case.

    Set bonuses still operate as per levels of the IO.
  8. Quote:
    Originally Posted by Chaos Creator View Post
    If you care about the hp then just go:
    Stamina: Performance Shifter Proc + Performance Shifter Endmod + Performance Shifter End Mod/Acc (or /Rech)
    QR :Performance Shifter Proc + Performance Shifter Endmod + Performance Shifter End Mod/Acc (or /Rech)

    Performance shifter also has an hp bonus for 3 slots y'know.
    True, but that is at the sacrifice of hitting the ED cap for the powers. You would have to give up the proc to get the set bonuses and hitting the ED cap. With the just the number of slots allocated, the user will need to prioritize what to get over what.
  9. Here's my suggestion since there wasn't something that was close it.

    Quick Recovery: 4 slotted, two Efficacy Adaptors (EndMod + EndMod/xxx), L50 Common IO, Performance Shifter Proc

    Stamina: 2 slotted, two L50 Common IOs, or one L50 Common IO and the Performance Shifter Proc.


    If you are going to use the Performance Shifter Proc, use it on the earlier power so it will still be available if you exemplar down as far as to that level.

    The two Efficacy Adaptors gives an minor HP boost, which might not mean much, but for a Willpower build, any extra HP is a boon. That set plus the common IO should be enough to hit the ED cap.
  10. For the most part, the stun protection and resistance in Resilience won't be noticed if you got Integration up. However it does have a S/L resist component, so many players use it as a mule for resist IOs and maybe sets. It's best stacked with Tough, so you can get up to a reasonably noticeable ~25% S/L resistance.

    The stun prot/resist sometimes comes up in play in PvE (ITF's Romulus is probably the most well known example) but not something can't also be duplicated with a Break Free.

    In PvP, the power is very important. Even though there is no more mez protection, all the mez resistance is then needed in case you get hit with a Stun; you don't want to be left standing around helpless for every long.
  11. I got a MA/Regen as my main here!

    1.) Can MA/Regen solo well? How well? 1-8 spawns? +1, +2?
    Oh hell yeah. The bigger the spawn, the bigger the troubles. Depending on your specific build and enemies, your survival rate would vary.

    2.) Can MA/Regen solo AVs with no defense or resist?
    Even with maxed +regen, I don't think that's possible. You could survive for a while, but you got to find a way to prevent AVs from connecting with you as often (defense) and to make sure that those hits don't hurt as bad (resists).

    3.) Can Ma/Regen pvp some? I'm not a good pvp fan, but it's ridiculous to have a ton of set bonuses and lose to a level 46 blaster with none because you're a LOLShade.
    Yup, as Umbral has said. I have actually taken my PvE MA/Regen build to duel my friend's brute, which is pretty tough according to some of her other friends. MA hits hard plus it has some stuns inherent to its attacks, which is an extra benefit where there is not mez protection in PvP. Regen, as said before, is probably the top secondary for PvP with its high regen potential and click heals. Of course, if you get hit with slows, -recharge, or -regen, then you'll drop easily.


    4.) I played with some builds, is it worth to stack regen to it's maximum or recharge is priority? (it got up to 760% base regen with toggles and no IH and 72.5% recharge on mids, I could lower the regen to increase the recharge, how much would I need?)
    Is 72.5% your global recharge from set bonuses (outside of Hasten)? If so, then that's damn good for a MA/Regen build. That would stack nicely with Hasten to get you perma-DP and probably enable MA's high DPS chain. Now if that is your max recharge but no Hasten, then you should fix your build so you can get Hasten into your build. If that is your global recharge with Hasten, then you should probably rework it to get more recharge.

    You don't need to work for regen bonuses, but if it's there, then it's there. 760% regen looks nice, but you can do just as well even if that rate drops by 100%. Once you got Integration and IH slotted up, all the nickel and diming from set bonuses don't see any real great return from all the effort. You are better off trying to increase +recharge or even +defense.
  12. I concur with Smurphy. Consider the damage capabilities of the corruptor, specially since you got Scourge to further punish those that you can get a shot on.

    Corruptors are like the weaker cousins of blasters, but they make up for it with their buff/debuffing secondaries. You can play corruptors both ways, but don't forget that you can rain pain on the good guys.
  13. It's not a bad build since it addresses the slotting of each of the powers. Your totals from set bonuses don't have a clear direction and could be better, but hey, you wanted something on the cheap, correct?

    Firstly, you overslotted Combat Jumping. The set bonuses are negligible and those slots could go to some place better. Its defense is a nice boost, but the return is very small when putting more slots for defense.

    Slot Focus Chi first for recharge, and then To-Hit. If you keeping it 5-slotted, I recommend the Adjusted Targeting set, skipping the triple-value IO.

    Your attacks are slotted with enough Acc and you got a sizable global +Acc bonus so I don't think you would need Focused Accuracy, if you are worried about its End drain.

    An alternative to Body Mastery is Weapon Mastery. Some of the attacks there could better simulate your concept, though you will be giving up Conserve Power (which shouldn't be that bad; you don't have end problems without FA?).

    Other ideas to consider is getting Hasten (to improve your attacks and damage dealing) or even the Medicine pool (a self-heal could help for WP).
  14. SpiderTeo_OC

    MA/Reg vs MA/WP

    Quote:
    Originally Posted by Fantomas View Post
    The end consumption and end recovery are my main concerns. Is it THAT different between /WP and /Regen?
    Well, if you consider that Regen has only one toggle within the set compared to WP's 4-5 toggles, WP tends to have a high end consumption rate. Any other toggle powers (like Tough and Weave) that a Regen build would have, WP would probably have them too. This is not to say that WP can't manage End well, but that Regen has more flexibility than WP in that one area.

    Now I haven't though about hitting all your clicks as soon as they are up and available, which would also chip away at your End. However, if you need to keep hitting your regen click powers, End consumption might be the least of your worries.
  15. SpiderTeo_OC

    MA/Reg vs MA/WP

    Hands down, Regen is better than WP in PvP.

    In PvE, well, that thread has been debated many times over, and it usually comes down to playstyle. Regen's health tends to go up and down, and gets better with more global recharge. Willpower is all toggles, so its fire and forget, and doesn't need +recharge, and it has a steady level of damage mitigation.

    Regen tends to be less Endurance heavy than WP, though both have access to Quick Recovery.

    With just SOs, performance tends to be about the same, with WP needing to herd a bit to get the most out of it.

    Once you start building with IO and set bonuses, WP will probably come out ahead when you start to stack layers of defense with +regen; you would need to really plan a out a good build in that case.

    AV soloing will probably depend on what defense values you can get, if you consider the MA primary. If WP can't get a high enough defense against a particular AV, then Regen will probably be better. Again, this is considering the MA primary. Otherwise, WP would be better if its defense matches up with the AV.
  16. The idea of the RWZ Challenge was to be a general stress test from Scrapper builds. Not completing the challenge didn't invalidate a specific build, but it was meant to be a learning experience, to see what one can be done and what can be improved. It was created with the Scrapper AT in mind. Other ATs have decided tried to do it, with mixed results. Some ATs do better on it, while others might need some tweaking for better performance. And some ATs also put in some of their own "AT rules" that are more applicable for that AT (such as allowing kiting or not).

    When the VEATs came around, their abilities allowed them to achieve soft-capped defenses easily, which are considered the target damage mitigation strategy for any kind of high-level challenge. I don't think there are any other ATs out there as whole that hit the soft-cap as easily (some individual sets, possibly). With such a high level of survivability, all that is needed is some damage dealing and the toon is set.

    Now to throw a challenge like a speed ITF would against scrappers wouldn't actually be fair. Individually, there might be a fair challenge in that, but in groups the victory would most likely be given to VEATs because the archetype is heavily based on teaming. With each VEAT buffing each other, something that most scrappers cannot do easily, the team challenge is definitely stacked in the VEATs' favor.
  17. The "ideal" would be the top of the ED cap (around 90-95%, if not more). Given that builds are less than ideal, you can get away with a lot less. A single SO value (+33%) is good enough for most normal content in the game. On my IO'ed builds, the accuracy for most attacks vary from one to two SO values (33-66%) from using IO sets. I also get an additional 30-40% from set bonuses. I don't have much problems with most of the game. Higher level challenges (like +4 mobs), of course, require more Accuracy/To-hit in order to compensate for lowered values.

    Certain buffs/debuffs like force fields and stacked Nemesis vengeance will play havoc with To-Hit as well. For that, I just either wait it out or pop some yellows for the short time that I need it.

    Your 140-146% accuracy should be fine with most normal situations. You will notice some problems in a few situations, but those situations are not as common as the rest of the game's challenges, and can be overcome with a team buff or some yellow inspirations.
  18. I've had similar survivability issues on my Fire/Cold in early level (though in my case, once I got Sleet and Benumb, mobs were hitting me less but still enough to be wary). In the build presented so far, I see that Inferno is taken. I haven't used nukes much before, but I tend to think of survival over big BOOMS (on teams, yeah, nukes are awesome). I say you can get rid of that in order to get RoF. If the mob you are facing is still standing after getting hit with a Kinetics-buffed RoF-Fireball-Fire Breath combo, then the mob will probably still be standing after Inferno. And you don't want to be helpless if that happens.
  19. I was reading this thread, and I would also agree that Focused Accuracy is what's causing your Endurance issues. Try running missions without it on and see your performance. If your attacks are slotted well enough, then you should have no problems with endurance or your To-Hit. Most decent scrapper builds can get along fine without FA or Tactics.
  20. SpiderTeo_OC

    RWZ challenge?

    I'm going back a few posts in regards to minimum numbers in a RWZ spawn. I believe I heard someone say that 7 critters is the "target" number a while back, but even then I don't think people are going to be too critical if you do a 6-critter spawn, particularly if one or more are lieutenants instead of minions.
  21. Quote:
    Originally Posted by Deacon_NA View Post
    Actually it's very relevant to the discussion. I believe his main point is that, if everyone were to sign a "Contract with the CoX" community that everyone would take assault, basically every team would be substantially better, save for kins managing to FS all team members at all times.

    I'm going to be contrarian and say that Leadership will be more beneficial than Fighting.

    1) You have to take a tyrd power just to get to
    2) 11.25% resistance to TWO damage types, no others. Enhance it to a little more than 17%. Big whoop. Now you can select...
    3) Weave for 4.25%, enhanced to 6.6%

    On the other hand, if you go with Leadership and take Maneuvers. Sure you're just adding 4ish % defence (enhanced from 2.6). Another Corruptor comes along and also has Maneuvers. Now you've got over 8% defense. For the whole team. Added to any other +Def buffs (SOA, Colds, Traps, FF). That's just Maneuvers, which may well be the least of the Leadership powers.

    Personally, for my Corrs (or any other buff/debuff sets) I always have and always will go for Leadership over fighting if I'm choosing between the two. My answer would probably change for a pvp build.
    His post was still worthless for the discussion. This post, however, does add to the discussion, regardless if everyone or not agrees with it.
  22. Everything said above is pretty much the recommended default pools to choose if you are min/maxing your MA/Regen. A variant is to choose Super Speed instead of Super Jump to create a stealth-viable scrapper (adding a Stealth IO to get closer to the stealth cap). You can deviate from these pools, but that means you are going for a more concept build, which is perfectly viable if you want to go in that direction.
  23. Paraphrased to make my point:

    Quote:
    Originally Posted by Ethric View Post
    Sweet Forumites, hello again, it's me. I'd like to have a chat. When I was a child, growing up in industrialized Sharkhead Isle, I had the best friend a boy could hope for. My dear old power, Flurry. Oh ho ho, the adventures we had!

    From Port Recluse to the Crush we roamed, carefree and courageous. Irresponsible, and completely inseparable. It was, for a little Corruptor, the perfect existence.

    So, let me ask you Forumites. How many of your characters can say the same? How many of this game's characters are truly happy, truly carefree? Well, we both know the answer, dont we? None. Forumites' characters live in a terrifying, meaningless existence. There is no hope, no happiness.

    That changes, right here, right now! From this moment onward, the characters of this great game are its highest priority. Flurry will restore every Task Force, reinstate every Trial, and offer counseling and financial assistance to any Super Group in need. We will match up the destitute orphan characters of the Paragon City and Rogue Isles with qualified, eligible adults. We will rebuild the City of- family. As it was, as it was meant to be. The values of our past shall be the foundation of our future.

    We've got to part now, you and I, but dont be sad Forumites. Flurry is working tirelessly, to rebuild this great game, so you dont have to.
    As much as I appreciate nice prose, it doesn't do much to add to this discussion.
  24. Quote:
    Originally Posted by BillZBubba View Post
    But that makes sense. There's a difference between being new and not knowing the game's mechanics and offering help to someone that looks in need versus stating such and such sucks when it isn't a fact.

    Like stone armor. It sucks without granite. That's a fact.

    That's the interesting bit. I asked him if he was a new player, and he said that he has been playing for a while (at least a year or so). He was also part of a SG, so I advised him to talk with some of his SG mates. I don't think he wanted to be noobish, but for some reason, this guy was completely clueless on many things.
  25. Quote:
    Originally Posted by Kioshi View Post
    But most players don't read the forums and many don't know what kind of performance /shields can achieve.
    I think that's the crux of the issue. I don't want to make fun of this particular guy that I met over the weekend, but he had a BS/DA in the 30's who couldn't solo his own mission. He didn't have the Fitness pool, so his END problems were rough. He also wasn't putting up his armors so he was squishier than the rad/rad I was running with him.

    In this case, I had to explain to him a few basics so he could make a half-way decent scrapper after respec.