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Posts
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Joined
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Excellent conclusion there Biospark, and very evenly delivered.
My Empath was my first toon, and therefore has become my badger, and general "favourite toon to play". I play this character a lot and it has as much recharge as it's possible to cram into a build with +208% recharge excluding a visit to the SG buff table every time I log on.
I agree with Strato Nexus in terms of his comments. I have a downtime of 30 seconds on both auras, and there is no real worry when they're running. if I get into a real mess, I have the Geas accolade that will pull the recharge down to around 8 seconds. When I run on teams that stick together, there are very few occasions I need to heal. We do literally turn into an engine of destruction with almost perma auras. Of course, not many people would want to plough as much cash into a build as I have, but the perma-dom mentality is still out there. Perma-auras I think would break stuff.
You're right that you tend to either spend your entire time supporting with lots of clicks, or forget the clicks and blast at the expense of the team. I know I've kind of brought that on myself with stupid levels of recharge meaning Fort is back in 15 seconds. Having Clear Mind as a PBAoE click would be a massive boon. Increase the end cost, and maybe recharge so that at least Empaths have a choice to slot it with something other than 1 END mod.
Or even, just make it last a little bit longer...
I generally play a halfway house now buffing the blasters, defenders, khelds and controllers, then blasting away when that's done.
Thanks for taking the time to post, and keep us updated. I'm not a prolific poster, but I do read the posts.
Nice one! What's your next project?
-H -
I spent quite a while in Mids with this, and to be honest, taking a step back, I'm not sure I could get a much better build without trashing the build completely.
It is possible to vastly improve the recharge, but at the expense of your defences, and overall toggle end cost. Had to chuck in a Dark Consumption to find a way to get end back. Short of plugging a Miracle and Numina unique in there, I don't see that as an improvement.
This is what I can get, with the bracketed numbers being the difference between your build and mine.
+13.5% recovery (+4%)
+87.5% recharge (+39%)
41% resist to S/L (-23%)
22% resist to Neg/Toxic (-1%)
22/18% def to S/L/Psi (+5%/+1%)
18% def to Fire/Cold (+5%)
22% def to En/Neg (0%)
20% def to Melee (+5%)
22% Def to ranged (0%)
18% def to AoE (+5%)
Knockback protection covered (Mag 4) (-4)
Mez protection w/Acrobatics (same)
Stealth in Sprint (Same)
Toggles use: 1.25 end/sec (+0.4)
Recover (outside RA): 1.98 end/sec (64% used running toggles - ouch!) (+0.04!)
Auras back in: 50 seconds (-17 seconds)
Hasten back in: 6 seconds (-15 seconds)
Fort back in: 17 seconds (-2 seconds)
So, at the cost of (I think) another 3 LoTG's, I can scrape out a bit more than an SO recharge in everything. Is it worth it? I doubt it.
Small benefits to the build would include slotting 3 membranes in Fort, and extra EndMod in AB, and that's about it! Going Purple is probably the only way to make significant improvement, and even then it would be horribly expensive because you have no cheap sets to slot purples in (Immobs/Sleeps/Confuses)
Anyway - here's the build:
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-H -
Nice to see a non-Stamina build!
You could make a few tweaks to make it a bit more streamlined, but they're certainly optional. If you're teaming OK now - why change what isn't broken?
I'm not sure I can see where you're going with set bonusses, other than +Recharge. Looks like you have "a bit" of everything....
How's your blue bar?
My stamina-less emp solos a lot of the time, so please take these suggestions with a pinch of salt...
What can go...
- You've hit the cap for 5% recharge bonusses, so a set can come out and be sold to raise money if you need it. I would suggest dropping the armour slots. If you team, you're not likely to see much agro, and the +resist set is valuable to tankers and scrappers, so it might fetch good money. Additionally, the Steadfast protection will fetch a pretty penny and it's not much good to you. Looking at the overall bonusses, you have between 8 & 10% def with your current set up. How useful is that really?
- As has been said already. You can lose a couple of slots from the rez. I would also drop an end redux in there rather than a recharge. If you don't use it that often, having an end redux in there will make it more useful to you in terms of end saved, and on a stamina-less build, that's only good.
- Combat Jumping could lose a slot too. Put the stealth IO in Sprint, then you have a bit more control. The END cost for CJ is also very very small, so the Karma Def/End isn't that useful (and might fetch good money to SR and Ice tanks)
- RA could lose a couple of the +EndMod slots. I've never seen a toon run out of end when under an un-slotted RA. Those extra slots are overkill.
- Absorb Pain could also lose two or three slots. It's a massive heal, and the 4 Regen tissues in there aren't giving you much.
- Three travel powers? Do you really need them? I guess if you PvP the answer is yes, but if not, you have spare slots for powers there.
- I would personally drop a slot from Will Dom, but for no other reason that I don't see a need for it, and I could probably use a slot better elsewhere.
- I would also drop a slot from Scream and replace it with a +Recharge IO. Posi Blast is terrible for getting a power to recharge and Scream is one of the best Psi attacks.
- More slot overkill in Psychic Wail / Obliteration. How often do you really use it?
What Goes In?
- Find some sort of KB protection. It's dead handy.
- Scramble Thoughts is an excellent power. 5 Slotted with Stupefy (cheap) it'll give you +2.5% recovery and +6.25% recharge.
- One single End Mod in AB will allow you to hit blasters who've just nuked and it will let them get some End back.
The build below is similar to yours: It's lost a bit of +Damage in exchange for more +Recharge and +Recovery. There's a few spare slots to play around with as well and I've swapped all the typed defences for just +Def, so you'd need to stay at range to keep the defence bonus. (+78% recharge, 11% recovery)
Almost perma-hasten, with a downtime of 9 seconds at the cost of 2 more LoTG +Recharges and the swap of Assault for Manoevers. The lost damage (by losing assault and the +Damage bonusses) is made up for by TK blast in the attack chain (fast animation, nice soft control).
Apologies if I've murdered your build, just a thought of where you could go if you wanted.
If money becomes no object, Pick up a Miracle +Recovery and stick it in Healing Aura, then start purpling!
Apologies for the long post!!
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Healing Aura -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(3), RgnTis-Heal/Rchg(5), RgnTis-Heal/EndRdx/Rchg(7), RgnTis-Regen+(17)
Level 1: Mental Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(9), Entrpc-Dmg/Rchg(11), Entrpc-Dmg/EndRdx/Rchg(15), Entrpc-Heal%(31)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(15)
Level 4: Absorb Pain -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(9)
Level 6: Resurrect -- EndRdx-I(A)
Level 8: Clear Mind -- RechRdx-I(A)
Level 10: Combat Jumping -- Zephyr-Travel(A), LkGmblr-Rchg+(11), Zephyr-ResKB(43)
Level 12: Fortitude -- HO:Membr(A), HO:Membr(13), HO:Membr(13), LkGmblr-Rchg+(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 16: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(17)
Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(25), AdjTgt-ToHit/EndRdx(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Recall Friend -- EndRdx-I(A)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(48)
Level 28: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(33), RechRdx-I(34)
Level 30: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(34), Decim-Dmg/EndRdx(37), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(40)
Level 32: Adrenalin Boost -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), EndMod-I(40)
Level 35: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37)
Level 38: Psychic Wail -- Oblit-Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Dmg(39), Erad-Dmg/Rchg(39)
Level 41: Dark Consumption -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(42), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 44: Dark Embrace -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45)
Level 47: Scramble Thoughts -- Stpfy-Stun/Rng(A), Stpfy-Acc/EndRdx(48), Stpfy-EndRdx/Stun(48), Stpfy-Acc/Rchg(50), Stpfy-Acc/Stun/Rchg(50)
Level 49: Soul Transfer -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A), Empty(45)
Level 2: Rest -- Empty(A), Empty(46), Empty(46), Empty(46)
Level 1: Vigilance
-H -
Could you explain a bit more about the DPA values in your post?
Greater Ice Sword shows a sizeable "damage", but the DPA is lower than most of the other attacks. Is that because of the animation and activation time? I have noticed how annoyingly long it takes to thump this attack out.
Sorry for being thick.
-H -
davep posted this guide recently and it taught me a lot about Ice melee that I just didn't know.
Might be worth a read!
-H -
I have been struggling for a while with my Ice tank... Um three years I think...
Frozen Aura and Freezing touch are both out of my build. And why? "One's a sleep, the other a hold". Guess I need to revisit that assumption!
This is a very useful guide, and I am now going straight to Mids to see how I can fix my Iceman.
Thanks for writing!
-H -
Some ideas to get you started...
Char: 4 Gaze of basilisk (7.5% recharge, 2% recovery, 1.25 ranged def.
Ring Of Fire: 3 Thunderstrikes (2% recover, 1.25% ranged def)
Fire Cages: Lots of end redux, lots of acc, so maybe frankenslot the 4 Acc/Ends.
Hot Feet: 5 Obliteration + 1 end redux generic. (5% recharge)
Flashfire: 5 stupefy (6.25% recharge, 2.5% recovery)
Cinders: 4 Gaze of basilisk as for char (7.5% recharge, 2% recovery) (4 mil)
Imps: 4 call to arms (2.5% recovery, 6.25% recharge)
Gale: 6 Kinetic crash (7.5% recharge)
Steamy Mist: 2 steadfast protection, 2 impervium armour (2.5% + 1.5% recovery)
Hurricane: 4 Dark Watcher Despair (2.5% recovery, 5% recharge)
Thunderclap: As Flashfire (6.25% recharge, 2.5% recovery)
Tornado: As imps (2.5% recovery, 6.25% recharge)
Lightning Storm: As ring of fire (2% recover, 1.25% ranged def)
Recharge: 58.5% (Still a way off Hasten)
Recovery: 22% (Almost unslotted Stamina - Have one too many 2.5's so you have flexibility)
Being able to cost this in at under 100mil is difficult, but this is one of only two toons I have that benefit massively from IO investment. If you have 100mil, put in some low bids on recipes and salvage. But more than you need. Once they have filled;- craft, slot, then sell the excess. It's slow, but your money will go much further. Some tips:
- Level 50 IO's cost a fortune - both to buy recipes and craft into enhancements or buy off the shelf as enhancements. Look at the difference in benefit between a 50 and a 49 recipe (often only .X%. Then look at the difference in cost. Especially the double or triple aspect IO's as their effectiveness is watered down due to splitting.
- As Mental Maiden said, +Rech and +Rec are vital. Investment in the Numina and Miracle uniques, as well as the LoTG recharges will be well worth your time. If you can only afford one, go for +Rec first, as +Rech will only mean faster power recycling, but no end to use them!
- This build also benefits from relatively cheap purples. Gravitational Anchor (Fire Cages) and Absolute Amazement (Flashfire) are relatively cheap, but a full set of each would probably be your 100mil spent straight away.
- In terms of defence, you have Steamy Mist for +Def, as well as Hurricane for effective +Def (-ToHit on enemies) so building for a Ranged Def build (I have found) is also good.
Hope this all helps!
-H -
Interesting thread.... Only just come across it, but I'm not on here much these days.
My Emp/Psi was pretty much solo'd to 50. Timezone problems unfortunately meant rare teaming opportunities. I think it took a little over 450 hours to get the distance, and that was back in 2004/5. It is doable. Slow, but doable.
One thing I have found now that this toon is also my badger, is that I enjoy soloing the new content and badging for things that are much easier for others.
I also have a solo dual build that drops all the primaries apart from the 3 auras. I have always advocated global recharge as the biggest impacting factor on Empathy. Taking only those three powers, 2/3 of them have massive recharge times.
When those 2 auras are up, you're tough. I've been running FBZ missions for a while now, and am surprised just how little damage is done to me whilst regen aura is up.
Global recharge will increase the availability of everything. Your secondary will be back fast. Just a quick play with mids looks like around a 5 second downtime for SS & BallLight with a 140 second downtime of your big recharge auras.
I don't have Stamina on my Empath, and rely entirely on the auras to keep me topped up. I find myself in a cycle of rampaging through things (as much as an Emp/Psi can) when the Auras are up, then eating insps to keep me alive until they're back.
Geas of the Kind Ones helps here as it provides an emergency buffer for when you're in trouble. And you can use it more often if you have lots of global recharge.
Some ideas:
-Decimation/Entropic chaos in CB & LB (12.5 recharge)
-Posi in Ball Lightning (6.25)
-Doc wounds in heal aura & regen aura (10)
-Obliteration in SC (5)
-1 LoTG in CJ/Hover/Manoevers if you can afford it, or get lucky with Merit rolls. If you're doing a lot of story arcs, those merits will build up. (7.5) (could have more LoTG's - but I don't know if you play the market or not)
-Sting of the Manticore in Zapp (7.5)
-Basilisk Gaze in Tesla Cage & Dominate (15)
-One of the recharge sets in Voltaic Sentinel (6.25)
-Purple sets in Mass Hypnosis and world of confusion (20)
13% Damage buff, 33% global accuracy, 90% recharge buff. Hasten downtime is around 5 seconds.
Seems expensive, but the purples are cheap(er) ones and some shrewd marketing as you advance in levels make the pain less. Definitely possible though. Could be improved further with a couple more LoTG's if you make lots of money on the market. Just buy twice what you need and sell the excess for profit.
If you are into a more controllery build, then this looks like it might play quite well. A couple of Devastation chance to hold procs in your single target attacks, coupled with the two single target holds, should leave you quite safe.
I guess this is quite a long term build and something most people try and achieve after they've hit 50. Your objective seems to be to hit 50, so I'm not sure how useful this post is...? However, the Decimations cap out at 40, and the Basilisks cap out at 30, so they can be fitted along the way. Your last 20% of recharge doesn't arrive until level 44-49.
Hope this helps. Apologies if it doesn't and good luck! The best thing about taking your time through the levels (because you have to) is that you get to re-appreciate the content again. And it is good content (IMHO).
-H -
Congrats to those that did well, and good luck to all.
My eldest starts GSCE's in September... Those O'Levels seem such a distant memory now, but I remember the nerves on results day!
-H -
Cripes...
The comics are pretty sturdy too, so I would have assumed the TPB would have been in better nick.
Although...
Never Assume...
-H -
Not sure if this is the right place, but as I'm not shipping outside the UK, I thought it would not get so lost in the forum banter...
I'm getting rid of my comic collection on flea-bay, and have just listed my City of Heroes collection (issues 1-17) which might be of interest to any CoX enthusiasts.
Here's the link...
If I'm breaking any forum rules, please remove the thread, but I read the T&C's and couldn't see an issue with it.
Cheers,
-H -
No formatting used here either.
Support told me to contact forum admins, so off I go on my next step of the journey!
-H -
I'm not sure Stamina is mandatory.
I choose to have it on toons when I want to fight fight fight without pause for breath. I see it as a way to alternatively slot my powers with non-End reduction. (Procs, more damage, intense recharge etc). If someone elses playstyle is "fight fight fight", then I can understand how it could be seen as mandatory though.
I have it on toons who do definitely need it (Fire/Storm controller)
I have may ways of getting around taking it:
- Blue insps (as mentioned above)
- Slotting for +Recovery. Not difficult to get +10-20% recovery inexpensively
- Slotting for End redux in attacks
- Epic pool choices: Conserve power/Consume/Power Sink, etc
- Pretty sure there's a Day Job, and a Base Enhancement that increase recovery too.
Looking at how easy it is to get recovery in set bonusses, I wonder if the Devs considered this when they initially wrote up the IO sets.
Pool powers are supposed to be generic, and unless you're thinking of adding this as a 5th Leadership power, I can't see where it would fit.
And yes. Add me down as someone who wants a sonic hoolahoop.
-H -
+1 for the UK here. Been on Virtue since August 2004.
-H -
I've just got it now and have raised a ticket with support.
I tried removing all the characters apart from punctuation, but that didn't help.
And yep. I too was caught out by the "write-a-lengthy-post-then-lose-it" problem.
-H -
Fairly simple here:
1-22: Slot the drops- TO's, DO's, SO's etc. Craft any IO's I can slot with low bids on salvage.
23: Slot L25 common IO's so I can fill up and never need to worry again.
30+: Start looking at Set IO's. Lowball bids on recipes I'm after, lowball bids on salvage. Will usually bid up to +5 from what I can slot, and dump it in the base for when I finally reach that level. No rush, no sweat, hence no massive expense. Usually bid on more than one of the same recipe - keep what I need and sell the crafted excess for often surprising profits.
-H -
I've run my Emp/Psi without Stamina for almost 5 years now, and have to say that it is possible without too much pain.
As an Emp/Psi, you have a fair few options, and if you've already found powers you want in place of Stamina, then I'd say go for it.
Without spending a bajillion inf, around 10-15% recovery is affordable. Roughly half unslotted Stamina. A lot of the sets offer +Recovery for the investment of only 2-3 slots. Frankenslot your attacks with a bit of +Rec and use some End redux in those splits and you'll start to notice a big difference. I know you're only 32 right now, but look at investing in some L35 set IO's.
If you're prepared to play the market a bit, it's quite easy to get +25% recovery (without Stamina) through bonusses.
And... I know I bang on about this... Recharge is also your friend. Empathy is one of the sets that benefits most from it. More recharge = Aura's back quicker, and with RA up, as you've already said, it's blastin' time.
My guide has some more info on slotting with sets. It's old (yet again!) now and I need to go back and re-edit the forum-change damage, but it might help.
Don't feel the need to Fort everyone. I've got Fort on a 16 second recharge, and I tend to keep it on only 2-3 people. Only when the fan gets mucky do I start spamming it out. That's another advantage of +Recharge - you can keep it on 3 people easily.
Good luck! and have fun!
-H -
Another "Depends" answer here.
I'd Fort defenders based on what they were doing. Assuming an active team that has an even spread of blasting defenders, I'd start with an active Kin jumping in with FS, Transfusing, Transferencing, then Rad/Dark/Stormies next, with the remainder last.
In my experience though, having a full (PUG) team of defenders who all like to blast is unusual. There's usually a couple of "hangers-on" who toss the occasional buff/debuff and that's it. No matter what their primary, I'd leave them 'till last. If they're not drawing agro, and not attacking, then Fort is no use to them.
If you're talking about a specific "all-defender" team that regularly plays together though, that's a whole different story. After a couple of missions, you'll have a feel for who is the most in need.
-H -
Nice concise read.
Quote:I think this would be useful too.Maybe I can include a section overviewing inevitably awesome and unskippable non-splattroller power
I was wondering about Lightning Storm as a splattroller power, then I thought about what this guide was about, and realised that Tornado and LS, whilst not controlling, are very splatting. They are (two of the things) what make Storm - "control through chaos" They are more than ST damage, but not "splattroller" essentials.
-H -
Been doing this for a while to be honest.
I tend to check the lineup, look for good costumes with no (or one) vet rewards and usually chuck a million at however many I find. I prefer to spread the wealth rather than give one person a lottery win. I usually give away 8-10million per CC.
Not heard the "1 mil inf to whoever can find me" for a long time /wistful. Wish people still did that as I always found that amusing.
'Tis true though. Amassing wealth to pay for IOs tends to leave me with an abundance of inf when the character is done. I like to reset that back to 0 by giving it away. Costume contests are good way to do that and it's my way of getting back at those people who chose winners based purely on chest size, or their willingness to join the hosts SG.
-H -
It's been a while since I've posted any bugs so apologies if this is in the wrong place.
The I15 bugs thread has an issue with TA's Oil Slick Arrow not working in MA missions. When the Slick is targetted and attacked, the attack launches at an enemy mob rather than the slick, meaning you can't ignite Oil Slick inside an MA mission.
It's really annoying.
Not sure if this needs to remain as an I15 bug (as it happened post-launch) or as a general Defender bug. There aren't many (that I can find) posts talking about it though, so I thought it would be worth publicising on here.
-H -
Great guide! - I've read this a few times now and finally decided to put finger to keyboard.
I'm going through the "slow" period with my TA/A defender, and have just today hauled myself to 38. Had to log off to go to work before I could train, but I have to say that I am glad to hit 38.
I'm trying the Ranged defence option in a Stamina-less build, and building for +Recovery in a build that has no Healing powers to benefit from the Miracle & Numina uniques has made this a bit rough. Also trying to squeeze +Recharge in there too, so I may purple this one out when I stagger to 50 in the hope that all problems will be solved.
OSA not working in the MA missions is my one big bugbear at the moment. It's actually better for me to stay away from MA and carry on running missions, for I refuse to join the "L54 Boss farm looking for damage & healing" teams. It would be nice to see what I could do in some of the MA missions I've played on other alts, but without OSA I feel somewhat gimped.
I hope they fix that soon!
But like I said, very nice guide. I'm looking forward to taking RoA when I next log on.
Cheers!
-H -
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My suggestion is to look at the IOs YOU want to use and start there
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That's my way of doing things. But then, I only want enough inf to equip that toon, so each toon makes a fortune on their own merits. The quickest way for me to do this, is look at what I need for that toon, bid for more than I need, sell half the excess, and dump the rest in the base.
-H -
Hmm.. looks like Mids has something wrong then....
Base regen is 222% - which is 100% + 122% set bonusses (checked & Mids is correct - 5x12, 4x8, 3x10)
Then Mids seems to go wonky (unless it's me)...
Problem #1: The uniques seemed to be screwing up the calculation in FH, so I shifted it into Health and the same happened.
Health, enhanced by 68.9% equates to 67.6% (Mids is correct to this point)
But the Numina +20%Regen unique should(?) add another 20% making it 87.6% regen from Health. However when I tick the green circle to include it in the Advanced totals, Regen goes from 222% (Base 100% + Set bonusses) to 323%. If I remove the Unique and stick a health IO in there, everything works OK. I have no idea how/why Mids is doing this. It seems to be "adding a bit on" like you mentioned, for Uniques.
Problem #2: I don't know how RttC works. It appears it's 100% Regen + 25% for every target, but the stuff coming up in Mids has me confused. 100 + 25 (1 target) = 125% Regen bonus. Slotted for Healing (96.7%) that equates to 246% + the 25% unique = 271% Mids is adding it all up to 299%. Again due to the Unique.
So, putting everything back together...
My calculations:
Base regen = 100%
+Slotted Health (78%)
+Regen Tissue & Numina Uniques (45%)
+Slotted Fast Healing (147%)
+Set Bonusses (122%)
+Slotted RttC (246%)
Grand total: 738%
Mids Calculations:
Base regen + Set bonusses = 222%
+Health (78%)
+Fast Healing w/Numina unique (189%)
+RttC w/Regen tissue unique (1 target assumed) = (299%)
Grand total: 788%
Psy has hit 50 since I made this post, and I'm playing other alts now. I think the only thing of value I've learned here is that Mids doesn't always add things up right! I doubt I'll mess around too much with his slotting as he seems tough enough to me (although burst damage is a problem)
Thanks for getting back to me.
Ian. -
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I take my hats off to the billionaires out there, but while it's off, I'm scratching my head wondering "Why all the effort?"
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Because your inf total is your [u]SCORE[u].
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Aha! It's all clear now.
Thanks again for all the replies. It's an interesting read.
-H