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actually: as far as I know and as far as I've experienced it up until now:
The built-in endurance recovery will, without slotting, roughly compensate the endurance drain of the shapeshift-toggle (yes, it has one and it can drop If your endu is at 0), but not give you a significantly better endu reg than you have in human form.
With three endurance recovery SOs it's still weaker than 3-slotted stamina, but should be enough.
However: I never use dwarf form for too long ... so for me it's not worth slotting endurance there too early ... rather sometime in the 40s. (me=triform ws) -
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Why are you bothering with Tough? As I remember it's even less worth having than Resilience. (Quite happy for someone to disagree, I haven't looked at the statistics recently.)
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Well, for that choice I took into consideration idris' post stating about 25% Lethal/Smash Resistance would be possible. To me this char (no pvp or at least not worth thinking about it) seemed to benefit more from 25% physical damage resistance than from something like Air Superiority. I'm not yet 100% sure about that though since I haven't read any other positive statement about tough and resilence. *g*
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You only need one recharge reduction in your attacks to get a perfectly good attack chain, and beyond that, the recharge time of most katana attacks means there isn't much reason to put two recreds in. You're shaving fractions of a second off the time. Better to slot a second acc enhancement, or slot for the attack's secondary effect.
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Hmm, ok. I'll definitely consider that. However: As long as the number of slots on a power doesn't change I can just play around with it and see how it works ... even while playing the char.I might even mix it like putting enhancements for the secondary effect into a quick attack like 'sting of the wasp' and leave two recharge in something like 'the lotus drops'. After having read your post I'm not completely sure how I'll slot my attacks, but at least I think I'll leave them 6-slotted ... so it shouldn't be an issue for leveling.
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Swap Build-Up and Dull Pain. Disclaimer: I'm not a big fan of Build-Up at all and have never taken it on anything. I find the duration too short to be worth the bother. I think even Build-Up fans would admit Dull PAin is more use though.
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Hmm, well ... this evening I'll have them both on the char, so the order doesn't matter anymore, but as long as I haven't used it I can not say that I disagree with you.
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Resilience 3-slotted gets you all of about 7% resistance, compared to 5% with 1 SO. I wouldn't bother, put the slots into MoG as recreds and make it available more often.
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Hmm, I might consider moving one or two slots to MoG from somewhere, but I'm not sure about resilence / tough yet, as mentioned above. I wonder which passive power would suffer less from loosing two slots? I don't feel too well taking them from any of the two for the purpose of 6-slotting MoG. :/
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You may wish to make more use of your character builder. The one you're using can give you loads of statistics on attacks, defenses, endurance consumption, you name it. Just sit and play with the slotting on powers and see how that affects your attack chain. You have an attack chain planner on the Tools menu (little buggy, but it seems ok most of the time), play with that, it'll tell you how long you can expect to keep fighting without running out of juice.
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I'll do that.
Thank you for your advice! -
Hi Ravenswing.
First: Thanks for your post!
Well, I've posted a slightly changed version of my build a few posts later, although it already changed again, but I'll add that later in this post.
Concerning ED: Well, I'm a returning player who left somewhere around issue 2 so: No, when I made the first build I hadn't heard about ED.Actually: I still don't know much about ED as searching for two letters isn't that great (try the search function
), but I know there are some caps making more than 3 enhancements of one type in a power useless. The Information about the different large content patches on cityofheroes.com rather has roleplay character than going into the details. Well, however: Two days ago I changed my plans to the following.
I still left Stamina with 3 slots as it has been mentioned here that endurance might be an issue with Focused Accuracy, Tough and Integration running at a time.
atm this is rather a pve build .. I put MoG, Resilence and Revive in at the end. If I change my mind doing serious pvp I might consider taking powers preventing opponents from running away, which have been mentioned above, and leave two or all three of the currently planned last powers out.
I understand what you write about Dull Pain ... especially as I've played the character to level 18 now.I'm really looking forward to learning it on lvl 20 now, but I still don't feel it would have been better to leave something out before.
Also I'm glad I went with combat jumping. Together with Divine Avalanche it gives a nice defense-boost really improving my 'survivability' against bosses. (or rather: lowering the amount of health they can drain me)
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
---------------------------------------------
Name: Katana_Regen_Final_13.02.2006
Level: 50
Archetype: Scrapper
Primary: Katana
Secondary: Regeneration
---------------------------------------------
01) --> Sting of the Wasp==> Acc(1) Dmg(5) Dmg(9) Dmg(9) Rechg(36) Rechg(50)
01) --> Fast Healing==> Heal(1) Heal(3) Heal(3)
02) --> Flashing Steel==> Acc(2) Dmg(5) Dmg(7) Dmg(7) Rechg(15) Rechg(23)
04) --> Reconstruction==> Heal(4) Heal(37) Heal(37) Rechg(46)
06) --> Build Up==> Rechg(6) Rechg(45) Rechg(45)
08) --> Divine Avalanche==> Acc(8) DefBuf(13) DefBuf(13) DefBuf(15) Rechg(36)
10) --> Quick Recovery==> EndMod(10) EndMod(11) EndMod(11)
12) --> Combat Jumping==> DefBuf(12)
14) --> Super Jump==> Jump(14)
16) --> Integration==> Heal(16) Heal(17) Heal(17)
18) --> The Lotus Drops==> Acc(18) Dmg(19) Dmg(19) Dmg(21) Rechg(21) Rechg(23)
20) --> Dull Pain==> Heal(20) Heal(25) Heal(25) Rechg(43) Rechg(43) Rechg(48)
22) --> Hurdle==> Jump(22)
24) --> Health==> Heal(24) Heal(50) Heal(50)
26) --> Soaring Dragon==> Acc(26) Dmg(27) Dmg(27) Dmg(31) Rechg(34) Rechg(36)
28) --> Instant Healing==> Rechg(28) Rechg(29) Rechg(29) Heal(31) Heal(31) Heal(34)
30) --> Stamina==> EndMod(30) EndMod(39) EndMod(39)
32) --> Golden Dragonfly==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(37)
35) --> Boxing==> Acc(35)
38) --> Tough==> EndRdx(38) EndRdx(39) DmgRes(40) DmgRes(40) DmgRes(40)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) TH_Buf(42) TH_Buf(42) TH_Buf(43)
44) --> Moment Of Glory==> DefBuf(44) DefBuf(45) DefBuf(46) DmgRes(46)
47) --> Resilience==> DmgRes(47) DmgRes(48) DmgRes(48)
49) --> Revive==> Rechg(49)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Rechg(2)
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Super Speed just somehow isn't my type of travel power. Even if the lack of a z-component doesn't bother me it still doesn't fit my character concept. That might sound stupid, but I've (at some point) stopped playing any super speed char that I started. I take that as a bad omen.
Also: I think Hasten sometime in the past had an accuracy buff? Now with 'only' +recharge I thought it might be possible to build a character without the speed pool Do you think that's unreasonable? Looking for advice here.
@FireKitty: I've implemented your suggestions. My previous slotting probably was founded on the lack of knowledge and experience.
@Earthdawn: Well, maybe you can help me.I don't like super-speed, but Your idea using Air Superiority and Teleport Foe is convincing. There was no pvp when I last played. My questions to you:
Looking at your build: After you played a scrapper to 50 already you plan one without combat jumping ... so it probably isn't that important. Considering Air Superiority and Teleport Foe and excluding super speed... what do you think is better as a travel power? From my current point of view I'd choose fly. Taking air superiority early doesn't hurt that much I'd guess as it's still an additional attack filling a chain or something like that maybe? Well, anyway: I updated my build in the following way after reading these two replies. still: I want to implement stealth I think.Though I leaves me without teleport foe. *grml* Another question: Will stealth and invisibility stack and improve my performance against those using +perception? A different idea would be dropping resilence or phase shift for teleport foe.... *unsure*
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Katana
Secondary Powers - Support : Regeneration
01 : Fast Healing hel(01) hel(23) hel(50)
01 : Sting of the Wasp acc(01) dam(5) dam(7) dam(11) recred(11) recred(13)
02 : Flashing Steel acc(02) dam(3) dam(3) dam(5) recred(7) recred(9)
04 : Reconstruction recred(04) recred(37) recred(37) hel(45) hel(45) hel(23)
06 : Build Up recred(06) recred(43) recred(43) thtbuf(48)
08 : Divine Avalanche acc(08) acc(9) defbuf(13) defbuf(45) defbuf(21) recred(50)
10 : Air Superiority acc(10)
12 : Quick Recovery endrec(12) endrec(15) endrec(15)
14 : Fly fltspd(14) fltspd(48)
16 : Integration hel(16) hel(17) hel(17)
18 : The Lotus Drops acc(18) dam(19) dam(19) dam(21) recred(36) recred(36)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Dull Pain hel(24) hel(25) hel(25) recred(37) recred(42) recred(43)
26 : Soaring Dragon acc(26) dam(27) dam(27) dam(31) recred(31) recred(31)
28 : Instant Healing hel(28) hel(29) hel(29) recred(40) recred(42) recred(42)
30 : Stamina endrec(30) endrec(34) endrec(36)
32 : Golden Dragonfly acc(32) dam(33) dam(33) dam(33) recred(34) recred(34)
35 : Stealth defbuf(35) defbuf(46)
38 : Moment of Glory damres(38) defbuf(39) defbuf(39) defbuf(39) recred(40) recred(40)
41 : Conserve Power recred(41)
44 : Invisibility defbuf(44) defbuf(46) defbuf(46)
47 : Resilience damres(47) damres(50) damres(48)
49 : Phase Shift endred(49)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02) -
Well, I know there is a recent thread about BS/Regen around here, but let me explain.
I just started again after having played on the US Servers in 2004 and early 2005. Now, probably starting over in CoV with a friend from back then when I first played CoH I'm looking for a solo (or small-team) friendly character. Regen as a secondary is quite convincing I'd guess and Katana seems to be potent and suits me best regarding play-style and visuals.
So: Left are the power-choices and slots. The BS/Regen thread mentioned earlier includes pool-power choices I wouldn't like. So I just want to ask: What do you think about the following build in regard of the following aspecs:
1.: solo pve
2.: small-team pve
3.: pvp (probably not until later levels if at all)
just a note: The template below doesn't really include the order I choose the slots. I'm completely unsure about that. It's just the number of slots for each power and what to put into it that I thought about.
EDIT: Just read about only 3 enhancements of a type being effective after some patch. So I'd consider putting defense-debuff enhancements into the remaining attack-power slots? Or rather take less than 6 slots for primary attack powers (somehow I can't push myself to like that idead)
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Katana
Secondary Powers - Support : Regeneration
01 : Fast Healing hel(01) hel(23) hel(23)
01 : Sting of the Wasp acc(01) acc(5) dam(7) dam(11) dam(11) dam(13)
02 : Flashing Steel acc(02) dam(3) dam(3) dam(5) dam(7) dam(9)
04 : Reconstruction recred(04) recred(37) recred(37) hel(45) hel(45) hel(50)
06 : Combat Jumping defbuf(06)
08 : Divine Avalanche acc(08) acc(9) defbuf(13) defbuf(45) defbuf(50)
10 : Build Up recred(10) recred(43) recred(43)
12 : Quick Recovery endrec(12) endrec(15) endrec(15)
14 : Super Jump jmp(14)
16 : Integration hel(16) hel(17) hel(17) endred(21) endred(46) endred(50)
18 : The Lotus Drops acc(18) dam(19) dam(19) dam(21) dam(36) dam(36)
20 : Swift runspd(20)
22 : Health hel(22)
24 : Dull Pain hel(24) hel(25) hel(25) recred(37) recred(42) recred(43)
26 : Soaring Dragon acc(26) dam(27) dam(27) dam(31) dam(31) dam(31)
28 : Instant Healing hel(28) hel(29) hel(29) recred(40) recred(42) recred(42)
30 : Stamina endrec(30) endrec(34) endrec(36)
32 : Golden Dragonfly acc(32) dam(33) dam(33) dam(33) dam(34) dam(34)
35 : Stealth defbuf(35) defbuf(46) defbuf(46)
38 : Moment of Glory damres(38) damres(39) defbuf(39) defbuf(39) endrec(40) endrec(40)
41 : Resilience damres(41)
44 : Petrifying Gaze acc(44)
47 : Invisibility defbuf(47) defbuf(48) defbuf(48) endred(48)
49 : Phase Shift endred(49)
-------------------------------------------
01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)
Never having played a CoH that includes these Ancillary Pools I'm not that sure about Petrifying Gaze, but having a ranged hold somehow appears to be useful in certain situations for a pure melee character.
Another question: How does Phase Shift work in PvP? Does it really do what the description i n the hero-planner said? ("... cannot be affected by those in normal space. ...")
Thanks for any advice and ideas in advance. I'm looking forward to building a fun and potent character with your help. -
I should have read through things more carefully after not having played for about a year I think. *g* I wonder: Will the developers adjust CoV to a degree where it offers the same max character level and class selection possibilities or will they continue working on both parts with same intensity giving CoH a permanent edge over CoV? However, these thoughts are off topic here ... so I shouldn't bother about it now.
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Well, a rather simple question: Will a level 50 villain-character on my account enable me to create a Kheldian?