Umbral

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  1. Umbral

    SB Combo's

    Quote:
    Originally Posted by Amy_Amp View Post
    What is the recharge needed to pull it off?
    The TLR or "oh noes, I'm allergic to numbers" version is that you need 2 rech SOs and Hasten up to run the chain. Quite nice considering the damage it deals.
  2. Quote:
    Originally Posted by FunstuffofDoom View Post
    Yeah, yeah. You and BillZ are both Satan-spawned evildoers who kick kitties and eat babies. Or throw them into blenders and drink kid-and-kitty smoothies. Or something. I can haz evals, plz?
    What? No! I don't do any of that. I just hate people, constantly berate them, and have an inordinately high opinion of myself. Besides, kicking kittens isn't any fun because they crumple after the first kick and babies aren't nearly worth the effort of stealing from their parents.
  3. Quote:
    Originally Posted by Werner View Post
    I suspect you'll have trouble running +4x8 with bosses on a Dark Melee/Regen on a tight budget. I'll certainly defer to Umbral on this one if he knows differently, though. I suspect he's personally running a really expensive super high recharge build, though, which is going to be out of your reach.
    I'll agree that you're not going to be running +4/x8 on a tight budget DM/Regen, though I don't recall the OP saying anything about budget. It's entirely possible (and actually quite fun) to run DM/Regen solo against huge groups like that. I'd never dream of using the Whirlwind strategy though because I'm a friggin' scrapper. I don't spin around unless I'm using some attack that makes me spin. Besides, */Regen gives you all of the tools you need to survive groups like that.

    Shadow Maul is going to be a godsend for you, however, because you're going to want to have some AoE and Shadow Maul is the best you've got. Alternate saturated Shadow Mauls with MG and Siphon Life while you're taking out the LTs and minions. Save the bosses for last because your primary concern should be limiting incoming damage rather than killing the group off in the quickest manner possible. The important thing to remember is that you're going to need to learn to use your click powers as efficiently as possible. Don't waste any of them because, in a situation like that where you're taking out 5 targets at most and likely 1 target at a time, there isn't much room for error. I'd probably lead off with MoG as I jumped in and switch to a DP>Recon>MoG>IH priority string (though that's not set in stone because there are some times when you want to use Recon before DP or MoG before either of those).

    Kat/Regen and BS/Regen are still going to be a better builds for the job of soloing large, high level groups simply because the added benefits of Siphon Life are substantially less compared to the added benefits of Divine Avalanche for a set that already has inordinate amounts of damage recovery (the opposite of which is true for defense based builds like */SD and */SR because you don't need more defense when you're already softcapped but more damage recovery is great).

    DM/Regen is much more of an AV soloer than a farmer, though it will do the job of farming quite adequately. Most of it is based around learning to use your click powers correctly, which is, honestly, the trick of playing any */Regen well. Don't try to do anything in the top tier of content with a */Regen unless you're extremely confident in your ability to use your click powers exactly when they're needed.
  4. Quote:
    Originally Posted by Biospark View Post
    Yeah, when I learned this, my first thought was a WP or Regen scrapper. Having 3 of these would be insane. Live and Learn
    I can see needing all three of those powers on a WP because WP has substantially higher toggle costs. For a */Regen, however, you only really need 2 end assistance powers (generally QR and Phys Perf in my builds) because the end costs are substantially lower.
  5. Quote:
    Originally Posted by FunstuffofDoom View Post
    They're good people, here. Enjoy.
    I'm good people? I take affront to that!
  6. Quote:
    Originally Posted by CapnGeist View Post
    Team leaders already get merits that nobody else does. That's encouragement enough to drive. Adding additional bonuses will only make people fight over who the leader is.
    If you're referring to the merits they receive for completing story arcs (which they have the unique capability to direct people towards doing thanks to assigning active missions), team leaders already get bonus xp. Story arc completion grants a hefty amount of experience and influence that isn't spread out to everyone else on the team.

    To the OP, congratz. What you're asking for already exists.
  7. Here's the build for you. Don't follow the slotting levels, as I put those in as I saw fit. You'll probably want to assign slots in an organic manner as it pleases you. Quick Recovery, Integration, and MoG should all get slot attention immediately, and I'd give equal credence to your regen click powers and your attacks. In general, you should be spamming DA as much as humanly possible to keep your melee defense up. The build should be pretty endurance sustainable throughout your leveling experience and the damage should be nice and effective. I short slotted accuracy because you'll have -def pulling some of the weight, and I have a penchant for preferring recharge to overkill acc (you really don't need all that much acc when leveling up fighting +0/+1s).

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Acc(A), Dmg(3), Dmg(3), Dmg(5), RechRdx(5), RechRdx(7)
    Level 1: Fast Healing -- Heal(A), Heal(48), Heal(50)
    Level 2: Reconstruction -- Heal(A), Heal(7), Heal(9), RechRdx(9), RechRdx(11), RechRdx(11)
    Level 4: Quick Recovery -- EndMod(A), EndMod(13), EndMod(13)
    Level 6: Flashing Steel -- Acc(A), Dmg(15), Dmg(15), Dmg(17), RechRdx(17), RechRdx(19)
    Level 8: Divine Avalanche -- Acc(A), Acc(19), Dmg(21), Dmg(21), Dmg(23), RechRdx(23)
    Level 10: Dull Pain -- RechRdx(A), RechRdx(25), RechRdx(25), Heal(27), Heal(27), Heal(29)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Integration -- Heal(A), Heal(29), Heal(31)
    Level 18: The Lotus Drops -- Acc(A), Dmg(31), Dmg(31), Dmg(33), RechRdx(33), RechRdx(33)
    Level 20: Hasten -- RechRdx(A), RechRdx(34), RechRdx(34)
    Level 22: Build Up -- RechRdx(A), RechRdx(34), RechRdx(36)
    Level 24: Boxing -- Empty(A)
    Level 26: Soaring Dragon -- Acc(A), Dmg(36), Dmg(36), Dmg(37), RechRdx(37), RechRdx(37)
    Level 28: Instant Healing -- RechRdx(A), RechRdx(39), RechRdx(39), Heal(39), Heal(40), Heal(40)
    Level 30: Tough -- ResDam(A), ResDam(40), ResDam(42)
    Level 32: Golden Dragonfly -- Acc(A), Dmg(42), Dmg(42), Dmg(43), RechRdx(43), RechRdx(43)
    Level 35: Hurdle -- Jump(A)
    Level 38: Moment of Glory -- RechRdx(A), RechRdx(45), RechRdx(46)
    Level 41: Focused Accuracy -- EndRdx(A), EndRdx(46), EndRdx(46)
    Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45)
    Level 47: Health -- Heal(A), Heal(48), Heal(48)
    Level 49: Stamina -- EndMod(A), EndMod(50), EndMod(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  8. Quote:
    Originally Posted by GreenGiant View Post
    DM/Regen with the goal of using only Siphon Life, Midnight Grasp and Smite eventualy (with soul drain of course and DC as an occasionnal aoe).
    Yes. And I tell you this from first hand experience.
  9. Quote:
    Originally Posted by Gaidin View Post
    The Perf Shifter proc averages .22 EPS.

    edit: This is assuming relevant +End/+Recovery Accolades. Also, they would stack if you have more than one in your build.
    Safe estimates gauge it at .2 end/sec because there hasn't been reliable analysis to conclusively determine that it grants 10% of total endurance rather than 10% of base endurance. My current closest estimate is that it grants 10% of total endurance excluding the passive accolades (i.e. only set bonuses).
  10. Monkey, first off, don't create 2 threads for the same exact purpose less than day apart. You're less likely to get an answer if you simply spam threads looking for an answer.

    Secondly, people don't like to post builds and build advice for you on demand. Be patient. Most people post in the evenings rather than the morning so you might have to wait for a day or so if you post at midnight.

    Third, if people aren't responding immediately, do some research. Look through the past threads and you might be able to find the answer yourself. I can assure you that the build you're looking for has already been posted on these forums somewhere.
  11. Quote:
    Originally Posted by Perfect_Pain View Post
    I honestly believe with all the fibers in my body that if there were no farmers, there wouldnt be anything for anyone to buy on the market.
    And we all know how intelligent and observant you've shown yourself to be in the past.
  12. Quote:
    Originally Posted by Perfect_Pain View Post
    And the prices would be a **** ton higher than they are now.
    That's completely untrue actually. Farmers increase supply on both ends (currency and recipes) and, what you might not realize, is that farmers generate a lot more influence than they do recipes which is why prices have climbed so high so quickly.
  13. Quote:
    Originally Posted by CapnGeist View Post
    Electricity Control could be a set where doing enough -end to make opponents unable to fight back would be viable early on. Probably a balancing nightmare, though.
    I highly doubt that -end would be a reliable control mechanism. At most, it would probably be a minor secondary mechanism. -End and -recov just aren't reliable enough to be turned into a central control mechanism, especially at the low level.
  14. Quote:
    Originally Posted by CapnGeist View Post
    Storm would appropriately be paired with Electric Control, which, as I said in the Dominator portion, I don't see any reason why this isn't in the game already.
    That's pretty debatable, honestly. Storm has 2 powers that have anything to do with electricity (Lightning Storm, Thunder Clap), 2 powers that have to do with the cold (Snow Storm, Freezing Rain), and 5 that have no real connection to any control set theme (Gale, O2 Boost, Steamy mist, Hurricane, Tornado) because they have more to do with the wind (though you could make a case for Steamy Mist being cold based because it's pretty much Fog).

    A proper thematic mate for the theoretical Electrical Control would be a theoretical Electrical Domination (i.e. support) set be made to go along with it (probably something akin to Kinetics' +end/rech combined with Therm's +res) so that you're actually controlling electricity with both sets.
  15. Quote:
    Originally Posted by CapnGeist View Post
    The point is: We agree that the answer is Infamy Sinks, NOT rearranging the market, correct?
    Agreed, as long as by "market" you're referring to the goods transfer system rather than the actual economic term, which would apply to the entire economy as a whole. The entire issue of economic terminology compared to colloquial terminology might be one of the reasons why this debate always get so convoluted.

    Quote:
    I don't think a 1 billion infamy badge is a good idea, though. 1 billion is a lot of infamy to spend on a badge that doesn't do anything.
    Honestly, I think it's a perfect idea for an influence sink. It does nothing but people will want it. If you only count the badgers, I'm pretty sure that just creating the badge would immediately have a positive impact on the market by pulling money out of the economy.

    As to your idea for a Black Scorpion AV summon... I don't see that happening. Inf sinks are best restricted to non-combat benefits, such as transport, carrying capacity, and shiny collectibles.
  16. Quote:
    Originally Posted by CapnGeist View Post
    Tanker:
    Tankers have Energy Melee but no Energy Armor. I'm sure there's a perfectly good explanation for this, and I'd love to hear it.
    Energy Aura needs to get fixed before it get proliferated. EA is painfully weak for Brutes, and it wouldn't be much better for Tankers.

    Quote:
    Controllers:
    Earth Control, Illusion Control, Plant Control, Force Field, Radiation Emission, Sonic Resonance, Storm Summoning, and Trick Arrow are all unmatched. Controllers are a mess. The only clear pairs in controller are Fire/Therm, Grav/Kin, Ice/Cold, and Mind/Emp.
    I would debate some of those. Grav/Rad, Ice/Storm, Grav/FF, and a number of others can easily be seen as thematic combinations. Of course, most of this comes from the fact that support sets and control sets aren't designed for thematic completeness, rather, they're designed for internal cohesion and theme.
  17. We've already got Vengeance, and I'm not even sure this power would be needed anyway.

    It might make more sense to have it be a craftable temp power or story arc/booster reward. It would only be able to be activated while dead and would function similar to fulcrum shift: it summons a pseudo-pet on top of you (though I'm not sure this is possible without bringing you back to life) which summons a temp power on top of any dead allies within range that provides a buff to any living allies near them. Essentially, your living friends would get more of a buff the more of your nearby teammates are dead.
  18. Quote:
    Originally Posted by CapnGeist View Post
    My suggestion is let people use infamy to buy tickets and merits directly (or even do away with tickets and merits and put everything on an infamy system), because otherwise there's just going to be more and more and more infamy in the system driving prices up more and more.
    Which is a terrible idea because it completely removes the impetus the devs have put in for specific actions to be taken place. Merits don't exist just to put recipes onto the market. They exist to give players a reward for completing certain tasks (i.e. content).

    A better suggestion than simply removing the secondary currencies, as I have been saying for the longest time, is to, instead, create tangible influence sinks that will actual start to pull money out of the economy. Allow players to buy additional salvage slots for 100 million inf each. Offer additional auction slots for 500 million inf each. Offer a badge that requires you to pay 1 billion inf. Mission and omni-zone teleporters that cost 100k per use. Tangible rewards that cost an inordinate amount of money yet are unneeded but nice to have.
  19. Quote:
    Originally Posted by SupaNerd View Post
    But, here's what it boils down to:
    The way Merits are now, it's encouraging me to FARM certain TFs/SFs to make the most of my limited time when during the session Merits are my goal. It's great to know I can experience other content that's less rewarding in which effort was put into to create... but I just feel the current system is flawed and can be improved upon.
    Except that you're constructing a problem rather than attempting to address a problem that already exists. There don't need to be merit rewards for random missions or partial rewards for partial completion.

    When you head into a TF or SF, you should know that you're in for the long haul (and, oftentimes, if you ask someone on the team, they'll tell you want the expected time is). If you're a parent, an emergency hits, and you don't get to finish the TF, I'm reasonably sure that the merits you lost out on are going to be the least of your worries. If you're only going to be gone a short time (10-15 mins), most teams won't care if you go afk as long as you warn them beforehand.

    When running other people's story arcs, they're fully capable of running that arc right alongside you: this is why there is duplicate mission completion. The reward for a bank mission is access to a new contact and the one-time temp with the possibility of the additional benefits of the side mishes. If you're expecting that people should be rewarded with reward merits no matter what they do, I'm going to have to ask you why you believe they should be rewarded as such. Reward merits are a mechanism the devs encourage use to encourage certain actions that otherwise wouldn't likely be taken. If you can get merits no matter what you do, what's the point?
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Actually it doesn't. It applies another copy of the exact same power for a shorter duration. It has the same net result, but it technically is not increasing the magnitude.
    Actually, if you want to get technical, the power itself checks for the domination tag on you and then applies a separate mez effect of a longer duration with the same mag (at least, that's what City of Data says, it might be out of date). It's still the single power (which is why the additional duration and damage can be enhanced) doing all of the work, just like Overpower is an ingrained part of Controller powers.
  21. Quote:
    Originally Posted by Necrotech_Master View Post
    i think for tfs and such, he was implying that the over time awards would add up, but would still only be awarded at the end for anyone that still stayed on the team.
    The OP specifically stated:

    Quote:
    Originally Posted by SupaNerd
    Here, they would get credit for what missions they completed with the team... just not the Completion Bonus rewarded at the end.
    Which, along with other things he has intimated, suggests that the merits are rewarded on a per mission basis rather than at the end.

    Quote:
    as for the bank mission rewards, you can only get the temp power ONE time per toon, hes talking about a reward thats given out every time
    It's still a specific reward that last a long time. The point of radio and newspaper missions isn't to be farmed: it's to provide you with real contacts. They're not supposed to be even roughly on par with story arcs.

    Quote:
    i honestly like this idea, it would allow for slightly easier solo merit-gaining ability because right now tfs/sfs are the only things that give merits worthy of rerunning

    ouroboros sfs/tfs and flashbacks give out a tiny reward and lock you in so you cant get people to join part way through, and according to his system, it would allow poeple to join in middle because the merit rewards are calculated individually and the completion amount would just be what the person earned according to his requirements
    Except that you know that it's actually possible to run some ouro arcs back to back and earn in excess of 30 merits per hour, right? Ouro arcs don't suffer from diminishing returns on merits awards and some of the arcs can be run through incredibly quickly solo.

    Personally, I don't think that there should be any kind of partial reward. That's simply encouraging people to drop out because they're not really losing all that much. If you want the reward, you should complete the TF/SF/arc rather than simply dropping out because the investment loss is relatively minor. It's the same reason why long term financial investment products have early termination costs: it's high reward, but if you leave early, you're losing out.
  22. Quote:
    Originally Posted by SupaNerd View Post
    In my analysis and breakdown of estimated time for TFs/SFs, I came up with an average of 30 Merits per hour, that wouldn't change with this suggestion as the target Merit #s were aimed at matching what exists now.

    Arcs (solo) seem to fall a little short in my analysis between 23-27 on average (ran a few tests through Ouroboros).
    The goal number for TFs/SFs is actually 20 merits/hour and for story arcs it's about 8/hour.

    About a year ago, when the devs readjusted merit rewards, Synapse told us:

    Quote:
    Originally Posted by Synapse
    Task Forces give an average of 1 merit every 3 minutes of average time (20 merits an hour), Trials give an average of 1 merit every 2.5 minutes (24 merits an hour), and Story Arcs give an average of 1 merit every 7.5 minutes (8 merits an hour). The reason for this major difference is due to the considerable time and effort Task/Strike Forces can take to set up and complete, so naturally these tasks grant a much greater reward.
    The times that they base them off of are based on datamined task force completion times (they use the median value of the task force run to determine rewards). Check out this page for more info.

    Quote:
    I haven't been on a team doing Bank mission in quite a long time, but I do know some of my faster runs doing bank and the 5 side missions at 50 take about 15 minutes (in the suggestion, that's 2 Merits).

    And I need to run 5 missions at that level to get the Bank mission.
    I choose all 5 to be:
    Defeat Boss-encounter (usually on Med Map) = .7 per Mission
    With Travel Time to Mission Completion, that's about 5 minute average.

    5 radio missions ---> 25 Minutes ---> 3.50 Merits
    1 bank mission ---> 15 Minutes ---> 2.00 Merits
    4 radio missions ---> 20 Minutes ---> 2.80 Merits
    TOTAL ---> 1 Hour ---> 9.30 Merits (no Arc/TF/SF bonus ever awarded)

    So... I'm looking at about 9 Merits per hour.... significantly less than TFs/SFs at 30.
    On easily repeatably content that is completely random. Bank missions already grant a completion reward (the temp power) and the entire point of making it so that story arcs would grant merits was to discourage people from not running story arcs. What you're asking for here runs completely perpendicular to the intended purpose.

    Quote:
    I've been on quite a few TFs/SFs where family emergency has come up and someone had to bail (usually pertaining to their kids). I know TFs/SFs are a commitment, but really... why should being a parent, etc. and dropping out of courtesy to spawn size nullify what you've done to that point?
    And what's the point of pushing through that really annoying mission if you can just leave halfway through and screw your team so that they're short one person that they were counting on for the remainder of the TF? TFs use a fully delayed reward system so that there is actually an impetus to stay and finish it. If you have to leave early, that's something you should have to live with, which doesn't really mean much if you are having to weigh leaving just before the last mish and you've already received 2/3rds of the merits.

    Quote:
    Here, they would get credit for what missions they completed with the team... just not the Completion Bonus rewarded at the end.
    Quote:
    The team bonus should be small enough to not fret over: "OMG can't find an 8th!"
    Except that the devs don't want additional members to be required for anything. That runs counter to design. Bring more if you want to, but, honestly, you should only need/want to bring more people if you think that you'll need more help. Larger teams already have a bonus insofar as they get more total inf/kill and theoretically have greater synergy so that they'll kill faster too. You don't need to artificially generate additional reasons to run with more people and, I can assure you, that if the number of people affects a group's merit reward, it will mean that people will go out of their way to get that last spot filled rather than simply running with 7.

    Quote:
    For the most part, I'm no longer in need of XP or Inf on 95% of my heroes/villains. I'm now seeking Merits (and maybe the occassional Superior Recipe) to get their powers slotted the way I want. Do I still join mission teams? Sure. But if I had to choose between TF/SF or mission team? No-brainer. Something is greater than nothing.
    Except that it doesn't require nearly the same level of organization, commitment, or difficulty to run basic street missions. If you're allowing virtually every mission in the game to start granting merit rewards and a majority of merit awards to be awarded before you even complete said event, the value of those rewards drops exponentially. Merits are already in common enough supply. There doesn't need to be some mechanism to make dropping out of a TF or running bank missions rather than other missions an easier decision.
  23. Quote:
    Originally Posted by macskull View Post
    which essentially bypassed all defenses except those provided by Minerals in Stone Armor (which was, at that time, the only melee armor set that gave any protection from psi damage at all)
    Not entirely true. Dark Armor has always had psionic resistance available in Obsidian Shield.
  24. Quote:
    Originally Posted by eryq2 View Post
    I'm not sure if you're doubting my numbers but i'd be pleased to show you on Justice if you want to see him. I'm getting more than 660, i promise. I can hit in the 700-800 range solo. With FS, i can go upwards of 1000hp.
    I doubt that you're hitting more than 660 solo. I can easily understand hitting 1000 with FS on your because the scrapper +dam cap is 400%, and 200 * (1+4) = 1000. That number actually makes sense. You other numbers don't grok with the math, however.

    Quote:
    Also, i do factor in AAO because it's a used power. Why count base numbers when AAO is gonna be used?
    So the Blaster gets to include Aim + BU as well as a full attack string of Defiance? The reason that you shouldn't include AAO in a one-for-one comparison is specifically that, unless you include absolutely everything that both builds get, you're not being entirely fair.

    Quote:
    In a large mob, i've seen my damage meter jump to 200%.
    Unless you're getting +dam from sources that I didn't mention, it doesn't really. What you're probably seeing the partial overlap that entire family of self buff toggles (Invinc, AAO, RttC) experiences. It doesn't actually give you any benefit. It's just looks like you're getting twice as many targets feeding into AAO as you should be (which is more than the actual cap for the power).

    Quote:
    LR is a weird power. I say it's weaker because when i hit a mob with SC and all but 1 or 2 fall, then when i hit a mob with LR and only half fall then it don't feel the same. Yes, i know to hit from within the mobs for more damage, i stand in the middle for 10-15 seconds sometimes just watching them miss me cause he's soft capped. lol.
    Except that if you were actually hitting them all with the smallest area of LR, you'd actually see them all take exactly as much damage as SC. That's how LR was designed. LR is weaker only by stint of SC applying all of its damage over the entire area of effect. You're saying it's weaker without actually knowing the reason and simply assuming that it just deals less damage.
  25. Quote:
    Originally Posted by Humility View Post
    There's more to /regen than Dull pain.
    Not really... If you don't want to take Dull Pain because you don't like clicking it, then you're not going to like having to click to activate IH or MoG either and, if you don't take those two, what's the point? */Regen doesn't actually have all that impressive passive */Regen because damage recovery without damage mitigation to support it is actually pretty useless. Most of your survivability actually comes from your long recharge click powers (i.e. oh-**** powers). If you don't want to use/take the click/oh-**** powers in */Regen, what's the point?

    Of course, this completely ignores the fact that, even if you didn't want to be that clicky, you would still want Dull Pain because it's a rather simple power to put on a high uptime cycle so that it simply acts as a buff to your functional passive regen rather than a heal (Werner's "don't use DP until you've already used Recon" is actually very bad advice imo; DP has the long term buff that increases your survivability after it, so I would actually recommend using DP first, especially considereing your playstyle). Dull Pain isn't just a power for "high impact play" especially when you realize that it is actually your primary source of functional damage mitigation (+hp is a functional equivalent of resistance).