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I'm not usually a fan of focusing on L/S defense on Regen, but with the high-ish global recharge target stated it's not bad plan. The primary benefit IMO is that it frees slots because KCs need only four slots to get the defense bonus, where ToDs and Oblits need six. That's the main reason why my build has "cheat" HOs in it - they save slots I spent on six slotting.
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That looks OK to me given your stated goals.
One suggestion - if your main reason for six-slotting QR is to get the +5% recharge bonus, consider instead using Doctored Wounds in the five slots you have in Instant Healing. Also, IH's regen numbers don't change dramatically with heal slotting, and you can use five slots of Doc Wounds to max out recharge in IH at the expense of having maxed out heal.
Doing this could free up at least three slots from QR. If you do free some up, you could add them to Tactics. Running Tactics (which you have to do to benefit from the Gaussian's proc) with no end reduction is going to be pretty hard on your blue bar, even with a Regen, given the other stuff you'll certainly be running. -
Quote:About to hit the sack with plans to look at the build tomorrow, but the above is pretty easy to answer quickly.One question I do have is how do I change the lvl of an IO above 50 if I choose to use and enhancement booster on it?
If you mean in game, basically, it's just like combining SOs. You go into your enhancement screen and double click on the enhancements, and you'll get the same zoom in on the power you would for SO combinations. If you pick an IO on this screen it will drop down into one of the two combination slots, and you have any boosters in your inventory, a booster will appear to the left for you to combine with the IO, making it a level 50+1 (100% chance of success).
If you meant just in Mids' builder, right click on the IO as though you're going to change what type or level it is, and hit the + or - key. If you have pop-ups enabled (button on top right) you'll see the +X increment or decrement in the pop-up. It also updates in the "info" tab on the bottom right. Unfortunately, it does not yet appear on the IO itself in the slot. -
Quote:That probably accounts for a decent chunk of my perceived difference in the chains, as all my attacks have ToD, Mako's or Oblit procs in them as part of seeking out the +def from those sets.I guess the damage difference is bigger if you consider proc chances, which I was admittedly not doing for some reason, but in and of itself the top chain has sweep up a little less than 50% as often and subjected to double stacked blinding feint whereas the AV chain has single blinding feint and 50% bonus damage 85% of the time. Before procs, that's really not that bad.
Quote:Making a chain of TE didn't even occur to me because I find that power super freaking dorky. -
My experience is that "a little bit behind" is a noticeable understatement. It's a big enough difference that I notice the change in time to defeat things if I switch to AS-AF for the extra knockdown mitigation. And that's single-target damage - I consider it dramatically behind on AoE damage because it does not fire Sweeping Strike as often as possible, and relies on hitting all attacks in the chain to ensure you get the AV bonus damage, making its average AoE DPS lower than the usual theoretical 95% of ideal.
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I don't think I understand the restriction of that to just those two attack sets. There are a lot of other attack sets whose best damage potential can't be achieved without Hasten, Hasten-level global recharge bonuses, or both.
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I think Vigor is the best of the new Alphas. I have several characters who benefit from both increased endurance management and increased +regen.
Reusing an analogy invented by others in the Scrapper forum, our character's survival mechanisms can be viewed as a 3-dimensional solid, like a cube but with sides of unequal length. The length of each side of the solid is how good our character is at defense, resistance or HP recovery. Make any one side bigger, and the shape gets bigger inside. The bigger the volume you end up with, the harder you character is to kill.
Most forum goers today probably have some awareness of how defense and resistance have non-linear the effect on survival time the closer you get to 100% resistance or 45% defense. (59% in iTrials.) HP recovery is not like that. Adding a given amount HP/sec recovery always cancels a proportional amount of damage/sec, while adding a given amount of DR or defense allows you to absorb or avoid increasing (average) fractions of total incoming damage.
This means that when you already have a lot of HP recover, it can takes a lot of additional HP recovery to make otherwise deadly amounts of incoming damage survivable. But if you have a lot of defense or resist, it may only take a little bit of additional defense or resist to make otherwise deadly average amounts of damage survivable.
Characters like Regen have very tall HP recovery sides to their "survival solid", but a very short resistance side and no defense without dipping into pools or IOs. Willpower also has a very tall HP recovery side (though it doesn't max out quite as high as Regen's), but out of the box it gets a nice base of defense and resistance. Regen gets the most bang out of Spiritual Alpha, because a lot of Regen's +HP is tied up in clicks, which Spiritual both makes stronger and recharge faster. Willpower gets very little out of +recharge, but benefits from strong +heal enhancement. Because they are already so good at HP recovery, it takes a lot additional to make them noticeably stronger, but fortunately Vigor and Spiritual do give pretty big increases to them.
Something like SR or Invuln may not seem like a great place for Vigor, but the fact is, they have very large Defense and/or Resistance sides to their survival solid, and small HP recovery. Using IO sets can earn them a bigger +HP recovery side, as can taking a power like Aid Self. But the real kicker is what happens when they take Rebirth Destiny. Rebirth is fantastic on characters with small HP recovery sides to their survival solid, because it helps dramatically increase that side. Because the other two sides can already be very big, the increase in total volume can be extreme. At Very Rare, Rebirth's smallest boost is +100% regen. With Vigor, that becomes +145%.
One of the most endurance hungry characters I have is a melee Night Widow. Before Vigor came along, Cardiac was the only thing that gave her the for endurance management to fire her max-DPS attack chain without running out of endurance. She also has Radial Rebirth for the wonderful +regen. Core Cardiac's DR enhancement does very little for a Widow, as they have only one enhanceable source of damage resistance, and only to Psi damage. Therefore, Vigor was the clear winner, offering increased HP regen from Health and Rebirth and still good enough end management to fire her primary attack chain without stopping.
I also have a BS/Invul Scrapper with Rebirth Destiny, and I also am thinking hard about switching him from Cardiac to Vigor, even though I will lose being at the Scrapper cap for L/S DR. The reason is that, even with Cardiac, his resistance to other damage types isn't that great - the survival solid just for those damage types is smaller, so making the HP recovery taller has a bigger effect. (I'll have the choice, I can switch to Cardiac for L/S-heavy content and to Vigor for content rife with "exotic" damage.)
Of all the new Alphas, Vigor is definitely my favorite. -
It seems a bit much to read that into what someone says in the AE. The whole deal with the AE is to be able to create your own fantasy mission/story, so it makes the most sense that the patron is talking about something he created in the AE, not the events of the SSAs.
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Somehow I missed the inspiration thing. That's fairly spiffy. Yay for a reason to actually want inspirations from the Paragon Market (or Paragon Rewards).
Edit: It looks like I missed it because it wasn't in the beta version of the same patch's notes. (Or possibly it wasn't in that build, but that would be kind of odd.) -
You... don't have reconstruction?
That strikes me as an incredibly odd choice for a post-I4 Regen.
I wouldn't bother slotting MoG for defense except to put an LotG:+Recharge in it. You should be able to save slots there.
Unless its contrary to your concept or you want PvP stealth, consider taking Superspeed instead of the Stealth pool. If you take Shadow Meld, also consider taking Hover. This will give you places to slot the two LotGs you currently have in Stealth Pool powers. Fighting with Hover on will increase your +defense. (I would normally recommend Combat Jumping for this, but you have Flight, and I assume you really want it. See below comments about Inherent Fitness.)
Don't slot fly with common speed IOs. Fly is now capped at around level 25 with zero flight enhancement. Either use two Blessing of the Zephyr for some ranged defense, or move the extra slot somewhere else. If you do take Super Speed and don't especially care if it lets you run at max possible speed, consider slotting a Winter's Gift: Slow Resist unique in it.
You appear to have perhaps focused on +HP bonuses. You should not. With the recharge you are sporting, Dull Pain will be permanent, and it will cap your HP, meaning you will get no benefit from +HP bonuses. You may have also been going for +heal bonuses. You probably should not, as the only thing they affect on a Regen is the self-heal in Dull Pain, which which is enormous already with Spiritual Core Paragon. Consider replacing most of your Miracle set pieces with Numina's pieces. A Regen doesn't benefit hugely from additional +regen, but you will be able to usefully obtain more +regen than you will get +HP or +heal.
Consider respeccing just to get Inherent Fitness. You can free up a whole power pool. You could use this to add Combat Jumping with/instead of Hover, or to gain access to Leadership for more +defense.
Where you have two common heals in Heath, consider two pieces of Numina's. I believe you will actually net more +regen because of the +regen bonus for two pieces.
Finally, and perhaps most importantly, you have almost no +defense. You should consider focusing on it more.
Here is my DM/Regen build. This is one of my most poured over builds. I do not recommend you copy it exactly, as it contains some build choices that I don't claim are strictly optimal - some of them are concessions to concept or just being how I like them. One specific example: I chose to "frankenslot" Siphon Life so it had both good damage and good healing. This is not critical for a Regen to do. I could have slotted another set of Touch of Death there for more melee +defense.
It also contains a wildly expensive PvPIO for +defense and one purple set to help achieve the +recharge it has, and currently uses Enhancement Boosters in at least one place (Hasten). Definitely consider those optional. But hopefully it will give you some ideas.
Data Link
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If you send someone a tell, you will be informed if they are ignoring you. I know for sure it will tell you this with global tells, but I think it will do it for non-global ones as well.
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Based on this thread and my own testing, it looks like this publish contained this patch. What I have confirmed is that Radial Vorpal's +def bonus is no longer a function of foe level (viewed in combat attributes), and that Vigor's enhancement bonus appropriately bypasses ED (viewed in the enhancement screen).
If this is correct, I am well pleased that the patch itself has arrived, as this has many fixes I have been looking forward to. I am very perplexed at the nature of the delivery, though, given the lack of announcements. The lack of forum announcement is unusually but not unheard of. The lack of in-game warning messages is extremely unusual. -
Quote:Their powers still do things. The problem is that these two Walkers have such immensely high regen rates without using the temp powers or defeating nearby Lichen that those Darks and Rads (and others like them) can't normally overwhelm it in the numbers they appear on most leagues. Not accounting for level differences, a level 50 Lingering Radiation or Howling Twilight is worth about -75% base regen against a ~level 50 AV or GM. The Regenerating War Walker has +1000% base regen until affected by a Glowing Lichen temp power. So a league could overcome the Regenerating War Walker's bonus Regen if about half of a full-sized league was able to sustain that level of debuff on it. Giving us the temp powers allows the leagues to be much more general in their composition.I hate all the stupid temp powers some of these trials have. I'm looking at the regening lichen and the mushrooms you gotta collect. What happened to all those rads and darks and colds and poisons etc why aren't there minus regen powers working?
Note that once you use temps to get rid of the bonus +regen, Rads, Darks and others ability to debuff its base regen still speed the fight along noticeably. -
I think a lot of people use that phrase to refer to anything that 50s can run and still be level 50, even if it actually opens up for much lower folks. I've never really thought about the definition of the phrase very hard, and bet I've used it that way myself.
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Quote:Nope. You've never been able to die from falling in the live game. What you're probably remembering was reports of people who would TP folks in midair above over-level spawns.Didn't it use to be possible to die from falling damage, though? I remember hearing about how it was possible tom grief someone by inviting them to a team, then Recall Friending them up to the zone ceiling and letting them plummet to their deaths. I thought that was why they introduced the 'no falling death' mechanic.
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Quote:For what it's worth, that was not an entirely uncommon mistake. I'm not exactly sure why, but you weren't alone.What was worse was that I somehow got it into my head that you could only have one of any type enhancement in a power. So they all got one accuracy, one damage, one endurance reduction, etc...
I was deprived of a lot of the most "n00b" moments, because I was mentored in the game during the head start by multiple friends who had been in CoH beta from an early stage, and had one of the earliest character builders (Hero Planner) installed by first week of release. Don't mistake me - I'm absolutely positive I did some dumb, ignorance-driven things, but compared to most of the kinds of stories here, they were relatively arcane. Things like sub-optimal slotting choices, but not fundamental misunderstandings of how slotting worked. It may seem weird, but I feel like I missed out on an opportunity for nostalgic memories because of that. -
See, I think that people are by far the simpler explanation, making that the Occam's option. The theory about the server/client interaction requires a lot of assumptions, while several of us have direct evidence that people are frequently to blame.
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Quote:Well, first of all I question the accuracy with which you can claim statistical consistency between 24 and 16 players without data. What we can assert is that happens very frequently. Do you actually have anything you can point to which proves it is really equally likely to meaningful precision with 16 players and 24?Maybe. But I still want to hear a redname weigh in on this because, as I said, the near-100% frequency of it much more strongly suggests something system-oriented, not player-oriented. Especially since it seems to happen with the same frequency whether it is 15 out of 16 or 23 out of 24, and statistically speaking, that shouldn't be the case if it just random human behavior.
I think there are other correlations which you are not considering. If there is a person who plays trials frequently on your server, who is also frequently tabbed out looking at Facebook while waiting for trials to finish forming, that person can become a statistically significant signal in your data.
I think a far more enlightening thing to consider is what happens when the league leader doesn't queue the event until checks in. Normally, in my experience, it it starts right away. -
Ditto.
There is no "UberGuy" character. That became my forum handle (and later, my global handle) because that was the name I used in FPS games before I came to CoH.
I have characters I like to play because of:
- How many foes they can mow down
- How fast they can burn down one tough foe
- How severely they can cripple their enemies
- How well they can survive in the middle of very dangerous foes
- How well they do whatever it is they do
- How effectively they break performance stereotypes about their AT or powerset
- How proud I am of their backstory
Edit: I should mention that I have never retired a level 50 character. I have a lot of characters who have never made it to 50, but I have vague intentions to do so "someday". Anyone who I have absolutely no intention to get to 50 gets deleted. Anyone who gets to 50 gets played, at least some of the time. You might see how this leads to me having less time to level new 50s as I go along.
My original character, a Katana/SR Scrapper created in the headstart, is still level 30. These days, he'd actually make a quite reasonable character, and so I wouldn't mind leveling him to 50. Prior to I7, SR was pretty lame overall (pre-Elude especially), and only sentimental attachment to my very first character kept him around. -
Quote:I'm going to preface the rest of my post with a disclaimer: if you're cynical, you can read what I say and distill it to "learn to play". That's not the spirit in which I post it. If you're willing to accept that, please read on.If the most fun TF in the game requires a finely-tuned balance of just the right power sets and a group of players who know all the tricks of how to beat each mission, then it is by definition one of the least fun TFs in the game to me. Maybe it is fun when the "speed" version is mastered and you don't ever have to face any deaths (who has time to die when it is finished in 15 mins?), but speed runs don't appeal to me for various reasons and I'm unlikely to bother with the TF enough times to know how to speed through it.
I think I've established in this thread that folks I regularly play with are among folks who know the ins-and-outs of this game well enough that the ITF is not very challenging to them, and wasn't deeply challenging even when it was brand new. Therefore, my typical experience with the ITF cannot be considered representative. Because of that, I in no way intend to compare your experience there to those I typically have.
However, what you described does not sound at all like what I am used to seeing when I play with other players, or when I hear other people talk about their (non-speed) ITFs. Generally, they perform much better, even if they find the ITF a real challenge.
What you're describing sounds to me like a combination of factors that had to contribute to the rough time the team had. A team in CoH is usually much greater than the sum of its parts, but sometimes that sum can be unusually small. Something that can make a team have a rougher time is when its constituent players have underperforming builds or playstyles. For example:
- Builds that aren't well slotted, even with just SOs
- Builds that don't take key powers that the devs do likely assume we take, like mez protection on melees, pets on Masterminds, or shields on bubblers and Cold Domination characters.
- Players who don't do important things when they should, like grab aggro off of squishies, heal with something other than an auto aura, etc.
This is especially true if the team's composition that cannot absorb some of the above issues. For example, if the team is mostly "squishies", no effective aggro holder, and not enough buffs or controls (mostly SO'd Blasters, for example). If you get something like that and the individual issues above, any content will be rough.
I think this sort of thing is the only way I can explain an ITF experience like what you're describing. The ITF is not trivial content, but it is also not content that a reasonably constructed team of reasonably performing characters should get killed on constantly, for the whole of theTF. -
Quote:10 seconds is fine. I see people lay around dead for minutes. I'm not kidding.Yes, there is such a thing as lying there too long, but there's also a comfortable middle ground. I tend to wait about 10 seconds, then hit the hospital. I figure that gives people enough time to notice I am dead, and use Vengeance or rez me if they can. I figure there is a good chance I would have spent that 10 seconds waiting for the door to unlock anyway.
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Quote:I think you give people too much credit.My theory is that the server is initializing the trial and simply not updating the player count once TEAMSIZE-1 players have been recorded as entering. Has anyone ever seen a Dev confirm that this phenomenon is the result of inattentive players rather than the system itself? I am convinced it has nothing to do with one person falling asleep at the keyboard, as it is simply far too common for that.
I am convinced it is always someone who is tabbed out. It's too common that I'm actually either that person, or on Skype with someone who is, and I and those people actually try hard to be good about it.
If we're trying hard, and we end up being that person, and I compare what I think of how much attention I and my friends pay when actually playing the game (not waiting idly for a prompt) to how the majority of people I see play? I think it's people every time. -
Those of us who already did speed runs of TFs and such are definitely better equipped to deal with it, both in terms of expectations and builds. I've never had problems in the Lambda indoor sections, for example, even on my squishies, because they're built to be fast, sneaky and durable. Folks who built for more traditional approach can still make it work using greater caution and increased teamwork, but that is generally slower. This both makes it somewhat contrary to the "grind this 30 times" design of the trials and cuts closer to the time limits, leaving less room for error.
Of course, trying to speed when most of the people aren't equipped for it is a recipe for collective pain. I think some of the complaints originate with such experiences, but I think many of them also originate from being the odd-person-out - the character who's not built for speeding who gets left behind by a bunch of characters who are.