Umbral

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  1. Umbral

    Buzzsaw Build

    Quote:
    Originally Posted by Fulmens View Post
    I think the third change to "Buzzsaw builds" was that they changed all the .53 second attacks to be .83 seconds (or similar numbers). Anyway, the "Brawl-length attacks" got slower, which didn't significantly affect anything BUT buzzsaw builds.

    (I thought that was the major change, but I didn't have a horse in that race so I wasn't following it.)
    Well, it was actually three-fold. The Brawl-speed animation change lowered the DPA contributions of the procs. The Arcanatime revelation further lowered the DPA contributions of the procs (and that of all fast animation powers more than it did for slow animation powers). The Dark Melee changes were the final nail in the coffin because it made MG and Siphon Life substantially better along with making Soul Drain a wonderful power even against the single targets that buzzsaw builds excelled at taking out. Making Siphon Life a real attack and allowing DM to have a large source of reliable +dam even against a single target ended any consideration of buzzsaw superiority. Before that change, there was still some question as to whether it was better or not.
  2. Quote:
    Originally Posted by Hiruma View Post
    At the moment, he just doesn't put out enough damage to really dent many AV health bars. So even before survivability, I think he needs more damage. Admittedly, he does seem to put out decent AoE damage.
    Your biggest problem is that you have that AH proc in Flashing Steel rather than Gambler's Cut. Math has been done and the conclusion is that, against the small targets that AoE specializes in taking out, AH is actually worse than a normal proc simply because the targets aren't getting attacked for the entire duration of the proc (not that they could actually survive all of that). If you want to increase your output overall, take the AH and put it into GC rather than FS.

    Quote:
    2) So far I've been avoiding taking Aid Other/Aid Self on him, mostly because I hate how a 4.33 cast time eats into my attack chain. So what I've focused on recently with his free respec from the last issue is Health and Regen. Its hovering about 320% regen and 110% health just from enhancements. I also have +5% hit points from the +5 End/+5 hit point accolade, putting him at about 115% hit points. Or about 20 hp/sec regen.
    Get the Freedom Phalanx Reserve Member accolade. It's not really all that difficult. Just run a Synapse or 2, a Sister Psyche or 2, and some Nemesis missions, and you should be golden for the hard parts of it (the defeat badges). After that, it's just a 10 minute romp through various zones to collect the badges.

    Quote:
    3) He's not end stable. This is after having just added the Performance Shifter End Proc.
    He'll last for a few minutes non-stop (say in the middle of agro-cap worth of 52 level bosses using 3 orange insps to stay up with the occasional green), at least long enough to take them all out, but he's close to bottoming out his end bar by that point. Elude is handy for putting that 0 end off by 3 minutes, but its not an ideal solution. Then again, I'm not sure how stable other level 50 scrappers are in the end department.
    First things first, the accolades are your friends. Get the Atlas Medallion (crazy easy to get since the only remotely hard parts are the 2 Council defeat badges). Secondly, if you're going to have 4 slots in Stamina, go with 4 piece Performance Shifter for the additional set bonuses. Thirdly, Impervium Armor and Gift of the Ancients 4 piece sets are awesome because you get good enhancement values and 2 great set bonuses each to help with your endurance (+end and +recov). I don't believe that either of them are all that expensive either. Fourth, unless you absolutely have to have Web Grenade for concept reasons, get rid of it for Conserve Power. That alone could solve your endurance problems if you drop 3 recharge into it.

    Quote:
    4) Swift, Quickness, Sprint (and sometimes Elude) are my poor man's travel power. I probably should switch the SOs for IOs at some point. Originally they were SOs for when I exemplared down, but now I'm thinking I should use that new and shiny second build as an exemplar build (so I can put Divine Avalanche back in for example) and put the slots where they're more useful, on the low level powers. That can be a pure SO build for cost reasons (as well as better in the 1-20 ish level range). I still have fond memories of soloing the AV Dr. Vahzilok around level 14 or so many years ago because of that power.
    You should definitely think about getting either SJ or SS especially because you're */SR. The BoTZ set bonuses are awesome, if a little expensive, and they'll allow you to devote more of your slotting to endurance sustainability and recharge. Also, consider removing those second slots from Swift and Quickness. It's a waste when you consider that you could drop those 2 slots (and the second from Practiced Brawler) into CJ and net yourself an extra 3.13% +def (ranged, AoE).

    Quote:
    5) I'm thinking of grabbing another Achilles heel proc and sticking it in Gambler's Cut, maybe stealing the slot from Practiced Brawler. The one in flashing steel is great for AoE work, but when trying to solo AVs it might be handy to have it on an even faster recharging power.
    You should easily be able to take that slot out of Practiced Brawler easily. It doesn't take much to make PB permanent and double stacking is mostly overkill in PvE (PvP too, probably).

    Here's something that should solve most of your problems. It's pretty budget, but you could upgrade if/when you get the money. GC would get the Hecatomb to replace the Crushing Impact. GD would get Armageddon to replace the Obliteration (and the Gladiator's -res proc once you get enough recharge to not need the additional IO to run the attack string). All of the Serendipities would get replaced by LotG (+rech, Def, and Def/Rech or Def/End). Everything else remains pretty much the same.

    48.1% +def to all, endurance sustainable, enough DPS to take out an AV, and enough damage recovery to make taking an AV out feasible (though you'd still want to pack some greens just in case). It's got decent-to-good AoE capability too.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Focused Fighting -- S'dpty-Def(A), S'dpty-Def/EndRdx(7), S'dpty-Def/EndRdx/Rchg(9)
    Level 2: Focused Senses -- GftotA-Def/EndRdx(A), GftotA-Def(11), GftotA-Run+(11), GftotA-Def/EndRdx/Rchg(13)
    Level 4: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(13), S'dpty-Def/Rchg(15)
    Level 6: Flashing Steel -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-%Dam(27), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 8: Combat Jumping -- S'dpty-Def(A), Zephyr-ResKB(15), S'dpty-Def/EndRdx(19), S'dpty-Def/EndRdx/Rchg(19), Zephyr-Travel(21), Zephyr-Travel/EndRdx(21)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Mrcl-Rcvry+(29), Mrcl-Heal(31), RgnTis-Regen+(31), Numna-Heal/EndRdx(31)
    Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36)
    Level 22: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx/Rchg(23), S'dpty-Def/EndRdx(36)
    Level 24: Quickness -- Run-I(A)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Dmg/EndRdx(37), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 28: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), RechRdx-I(34), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-%Dam(43)
    Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Run+(48), GftotA-Def/EndRdx/Rchg(50)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(46), ImpArm-EndRdx/Rchg(46), ImpArm-ResDam/EndRdx/Rchg(46)
    Level 44: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Run+(45)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    PS: I find it funny. I never learned about building budget builds until people started complaining that all of my builds were too expensive. Now, I can easily address most of their concerns.
  3. Quote:
    Originally Posted by Rodion View Post
    For example, to get the Atlas Medallion accolade you need 200 vampyri and 200 warwolves. If you do the right missions in the 25-29 level range on large teams you can get the vampyri relatively easy (I'm not sure about the warwolves -- you might get that one by doing the Hess TF). But unless you intentionally go after those missions you will almost certainly outlevel them before getting those badges. That means you'll have to do those missions in Ouroboros or farm in Striga (which is what I usually wind up doing).
    I've never actually had to farm for those badges on any character (except for my main whenever badges were first released). Just running missions, almost all of my characters have gotten those two badges by the time they hit their mid 30s. Neither of those require farming.

    Honestly, there are very few defeat badges that I can think of that actually require and real degree of farming. Zookeeper (because of the huge numbers of required Rikti Monkeys), Privateer (because Sky Skiffs are purposefully rare in missions), and a few others mostly because the enemies only appear in a small level range while running normal missions or because the enemies don't really appear in missions much. Farming is, of course, the more time efficient method of acquiring them, but it's by no means impossible to get them while leveling and running Task Forces.

    As to the original topic, keep in mind that Castle has actually said that the developer definition of farming is repeatedly running the same content for any reason other than pure fun. You can farm for experience, farm for influence, farm for drops, farm for badges, or farm for merits. All that it requires is that you repeat the same mission for any reason other than that you simply enjoy running that exact same mission because it's fun (re: you would do it even if the rewards were better elsewhere).
  4. Quote:
    Originally Posted by Adeon_Hawkwood View Post
    The thing is I'm not sure it does download that or if it does it doesn't necessarily use it. I've noticed that when I put an item up for bid then click the more info button it will frequently display 0 supply and demand while it queries the server. Similarly (but less frequently) when doing a search an item will sometimes appear greyed out (signifying no supply or demand) until I click on it and it queries the server for the numbers.
    I highly doubt that the initial download includes prices and numerical availability (re: X bids, Y for sale). It's much more likely that it downloads the binary availability for every auction item (re: whether it would show up on the search because there is one for sale or a bid up for one) and then downloads the previous prices and numerical availability whenever you select the individual item.

    Your experience fits with everything that I've said. From what I can tell, all that the initial download involves is whether the item should appear in the search function and generates the complete list of everything that fulfills that criteria.
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    My point is, this is exactly what they did to MM's. They made the buffs cost more endurance, and I honestly feel it was a QoL improvement that maintained balance.
    Except that the buffs were already permanent and were already being applied to pretty much every pet out anyway (and the application of those was actually factored in to the internal balance of the AT). It didn't change any real effect because the buffs were never intended to be activated after the initial cast.

    The big issue with making them permanent is that you're eliminating the primary balance factors for the powers: animation time and attention. The buffs require that you actually stop doing other stuff (re: killing) and spend 30 seconds buffing your teammates every 4 minutes or so (in the case of FF, Thermal, Cold, and Sonic).

    As to making them AoE but with restrictions, you remove a lot of the utility as well as making them a lot more powerful. When it only takes 2 seconds every 4 minutes to reapply buffs, you're paying a lot less animation time for the exact same bonus, moreso if you factor in affecting pets that normally get ignored because it's hard to find/target them normally. If you restricted the buffs to only your own pets and teammates, you're removing a lot of the other utility that many shield players have come to appreciate. I know that, whenever AoEs are flying around like crazy and pets aren't surviving, I'll oftentimes spend a few extra seconds to buff the little buggers so that the Controllers can keep them up. For RWZ raids, I often spend all or most of the time on my FF fender keeping my shields up on everyone rather than blasting because I realize that keeping everyone alive is making everything move faster than my blasting a bit, especially where other Controllers and Defenders are concerned.
  6. I've already got my eyes set on Elec/Shield as my next Scrapper (abandoning Claws/SR because I haven't really found it fun) though, if it's as popular as it seems like it will be, I might go for something else (Elec/Inv maybe). I'll probably check the numbers for an Elec/* tank whenever we get those as well.
  7. Umbral

    Buzzsaw Build

    Quote:
    Originally Posted by North_Woods View Post
    Rock on. That's good information to know. I have been out of the loop for awhile, and I reactivated my account a month ago or so. Well thanks for answering my question....

    How about a build that'll cap my defense then?

    As of now I'm at about 39% with weave and the steadfast unique res/defense IO in tough.
    Here's one that should be more than enough for AV soloing and probably for a goodly bit of everything else in the game. MG>Smite>Siphon>Smite attack string, excellent survivability thanks to the softcap combined with 56.5 hp/sec damage recovery, a little overkill on the melee defense but it gives you a nice buffer zone to maintain the softcap (~120% -def to get below the softcap for melee), should easily do more than 200 DPS on a single target and decent AoE performance if you know how to use Shadow Maul. It'll cost you though.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
    Level 2: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(19), Armgdn-Dam%(19)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
    Level 8: Siphon Life -- Mako-Acc/Dmg(A), Nictus-Heal(9), Mako-Dmg/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dmg/EndRdx(15), Nictus-Heal/HP/Regen/Rchg(15)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 20: Quickness -- Run-I(A)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(25), RgnTis-Regen+(27), Numna-Heal/EndRdx(27), Numna-Heal(29), Mrcl-Rcvry+(34)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod(37)
    Level 30: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Def/Rchg(45)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), EndRdx-I(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(42)
    Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(43)
    Level 38: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(43), S'dpty-Def/Rchg(43)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48), ImpArm-EndRdx/Rchg(50)
    Level 49: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(50), GftotA-EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  8. Here's the "anything goes" I built that I've got saved on my 'puter. FU>Focus>Slash attack string, endurance sustainable with light use of CP, excellent AoE capability, and excellent survivability. It's not as expensive/optimized as I could get it though. If I was really tossing budget out of the window, I'd remove that second slot from Super Jump, toss it into either Temp Invuln or Resist Physical Damage for the Gladiator's Armor 3% +def IO (which costs ~1 billion last I heard).

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(42)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(39)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42), Achilles-ResDeb%(42)
    Level 4: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-EndRdx/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(40)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(15), Dct'dW-Heal(39)
    Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), RechRdx-I(46)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 16: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-EndRdx/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(39)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), Mrcl-Heal(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(23), Apoc-Dmg/EndRdx(34), Apoc-Dam%(36)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(43)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(48)
    Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Tough Hide -- GftotA-Def(A), GftotA-Def/EndRdx(36), GftotA-Def/Rchg(36), GftotA-Run+(37)
    Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/Rchg(46)
    Level 41: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(43), Amaze-Acc/Stun/Rchg(50), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
    Level 44: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  9. Quote:
    Originally Posted by Leo_G View Post
    I'd rather they just add those assault sets to Doms than making a new AT for them. And MA would probably use the bow and Katana use Shuriken so the set only has 1 weapon to customize/redraw and katana/shuriken kinda go together in the ninja theme.
    Eh, I never said anything about not giving those assault sets to Dominators. I'd actually support giving them to Doms to allows them to have some weapon customization fun.

    The reason I went Katana + Bow and MA + Shuriken was more based on not doubling up. If it went Kat + Shuriken and MA + Energy Blast, we'd be doubling up on Energy Blasts (and how different is that MA set from Energy Assault aside from using feet on occasion?). At least with the divisions I set up, the powers aren't duplicated across multiple sets. Of course, if not having double redraw within a set is really that much of a concern, it might work better to simply have Kat + Shuriken and MA + Bow.

    As to the "Blitz/Exploitation" combination, that actually sounds like it could be rather interesting (though I'd stick with either using "Assault" or "Melee" depending on how many powers of each would need to be replaced; if it's only 1 ranged attack, it wouldn't be that hard to simply make it a different AT version of each of the Melee power sets). Making it a damage AT that controls as it buffs and debuffs would be rather interesting (especially if their primary attacks debuffed noticeably like with Defender blasts). Like mixing a Corrupter with a Dominator and making it melee focused.
  10. What are you looking for with said Claws/Invuln build? SOs? Leveling? Budget IO? Anything goes? I've got a couple of Claws/Invuln builds that have top tier performance, but they're going to cost a lot. And by "a lot", I mean at least a billion.
  11. Quote:
    Originally Posted by Fleeting Whisper View Post
    I honestly cannot think of a single way that the system they've got in place is easier on the servers or faster
    If you bulk download the majority of the information (what is being bid upon or sold, not prices or any of the other individual information) upon access, the server simply has to update the information as relevant information changes (re: has its binary availability changed?) and all queries take place purely client side (except information for individual recipes like price and numerical availability). With games like WoW that run queries server side, each query has to go back and forth between the client and the server which actually slows both down a bit because it's not designed for have the client do a majority of the work.
  12. Quote:
    Originally Posted by rian_frostdrake View Post
    to be fair though, if they dont keep their hats red, they die, so his question, can your actions be considered evil if you don't have a choice, is a valid philosophical one, but all the text i have read them say ingame indicates that not only do they do horrible things, they really enjoy it, so its hard to think of them choosing otherwise. Its not like angel or spike living on blood from butcher shops to keep from hurting people, they seem to love being murderous little psychos.
    It's at this point that you ask whether they would continue performing those actions if they were no longer bound to doing so in order to sustain themselves. If, through some esoteric, arbitrary, mega-magic, you could remove any biological/magical/biomagical imperative for them to inflict pain while simultaneously having them realize that they're free of the compulsion, and they continued to do so, they would definitely be evil simply because they are willingly partaking in the action. If they didn't, they wouldn't be.

    Of course, you then get into the philosophical discussion of whether evil is determined by the action or by the intent. If the action determines the morality, then they're evil by definition of causing suffering for whatever reason (heroes would probably be spared from this definition of evil because they're causing suffering to prevent a greater degree of suffering in the same manner that doctors can cause harm by cutting a patient open in order to heal that individual, but that depends on how exactly you're going to adhere to the maxim of action-morality determination). If the intent determines the morality, then my previous commentary is the applicable one.
  13. Quote:
    Originally Posted by Leo_G View Post
    Well I'd like to hear a couple more paragraphs about your ideas if you have any.

    As for the OP, I'm not sure if the devs can create a set that summons duplicates of yourself otherwise we'd be able to customize MM pets, which the devs said we won't ever get. A more generic idea would be just a melee guy with pets, then you can RP it as duplicate (just dress up like the henchmen) or a strong guy that keeps minions at his beck and call.

    Now a suggestion for an AT I'd want: Enforcer (Melee/(de)Buff) or the reverse.
    Think Tsoo Inkmen with katana/kama attacks with siphon power/speed. Swift Blade bosses are the ones that scare the crap out of me. A dmg buffed crit katana attack can take out nearly anything short of a Scrapper's amount of HP...

    I'd love a Warmace/Storm, Claws/Poison, Katana/Kinetic and Energy Melee/Empathy (healing/hurting hands =P)
    I think we're much more likely to get Assault/Support or Support/Assault (possible option for Defenders?) rather than Melee/Support or Support/Melee (Assault sets are the melee-ranged fusion sets that Dominators use). A Ninja Assault set using a Katana for the melee attacks and a Bow for the ranged attacks would probably solve any issues with wanting to have the Tsoo variety attacks. Shuriken type attacks would probably be reserved for a Martial Arts Assault set that uses MA for Melee and the Shuriken attacks for ranged. The only weapon sets that would really get left out would be the War Mace and Battle Axe simply because it's hard to see a conceptual pairing for them (Broadsword is a possibility too but it could potentially be a power customization option for the Ninja Assault).
  14. Umbral is po' (can't afford the other 2 letters; strange that I can still afford CoX, right?) and in college, along with being quite knowledgeable and rather well off in game. I'd be more than willing to trade off some of my hard earned knowledge about the game for a free month.
  15. Quote:
    Originally Posted by Djeannie View Post
    Fair analysis. I do like the +per it gives also, though that rarely comes into play in PvE, but yeah the cost is insane with it being weaker then it used to be.
    Remember that Tactics gives +per and perception debuff resistance (though it gives a bit less) as well. Plus, Maneuvers is quite useful for getting your defenses to the softcap (and piggybacking with Grant Cover for your friends).
  16. Quote:
    Originally Posted by Elaith View Post
    My favorite of the suggestions I've seen was a defiance style buff attached to all attacks. (making up numbers for being nice and round rather then balanced) Every defender power (primary and secondary, but not pool) gives the defender a 10% end discount and a 5% recharge boost for the next 10 seconds, this effect stacks up to 5 times. This is NOT my idea, but unfortunately I don't remember who posted it.
    I vaguely recall PK suggesting something based on giving Defenders a recharge boost. I know that I was one of the first to suggest giving Defenders a "supportfiance" type inherent, though I always championed the primary and the secondary increasing different values (my initial suggestion involved +dam for primary powers and +buff/debuff for secondary powers) to encourage mixing the activation of both primary and secondary powers for greatest effect.

    My latest suggestion would be for primary powers to increase recharge and for secondary powers to increase endurance reduction, both at roughly 33% (re: a single even level SO) when "fully chained" (re: full animation time consumed by a either primary or secondary powers), based upon the activation time of the power (just like the Defiance +dam for Blasters which, iirc, is normalized for ~40% +dam when "fully chained"). Blasting would increase endurance sustainability (re: mitigation the cost of blasting in the first place) whereas using your primary would get your blasts and long recharge buffs back faster. It would address the issue of Defender endurance costs while soloing and allow team based Defenders that use activated powers to use those activated powers a bit more often (re: closing the gap a bit with Controllers).
  17. Quote:
    Originally Posted by Djeannie View Post
    Didn't think FA would be so bad with 3 end red in it. Will have to respec to conserve which kinda sucks cause i really wanted the +per for fighting arachnos. Hate being blind.
    FA is the most expensive toggle a Scrapper can get at .78 end/sec. 3 end redux SOs make it cost roughly half (slightly more than half at .4 end/sec, but who's counting?). Even at nearly half price, it's still one of the most expensive toggles you can have. Only unslotted Cloak of Fear, Quills, and Burning Aura cost more than slotted FA. Hell, it costs nearly as much as most secondaries' entire array of toggles. That right there tells you how crazy expensive it is.

    [soapbox]
    I really wish Castle would reduce the end cost on it to make up for the fact that he dropped the +tohit value so much. It now costs an inordinate sum considering the "normal" APP power conversion of being 1/3rd as powerful generally by increasing the end cost or recharge by a fair margin. FA has the unique quality of being roughly 5-8 times worse by merit of having 2.5 times the endurance cost, nearly 4 times worse +tohit, and a paltry (unenhanceable) 20% +acc to make up for it. The least Castle could have done when he weakened it was lowered the endurance cost to ~.26-.39 end/sec to at least keep it close to the "normal" APP conversion. As it stands, Tactics is a better choice 90% of the time because it's got more 40% more +tohit and costs half as much. All FA really does now is give you tohit debuff resistance (and not nearly enough to make up for the exorbitant cost).
    [/soapbox]
  18. Quote:
    Originally Posted by Thirty_Seven View Post
    No. My best bet is to have the Devs fix the problem, I am already investing money into their game on a monthly basis (as well as the original cost of the game). I am able to play all other aspects of the game satisfactorily (to my standards). Why should I be expected to shell out money to fix a problem, that ultimately, is one that could be solved in a seemingly easy manner (standard code rant, blah blah blah)?
    I'm not saying that, rather than blaming the Devs because they developed a system that is harder on client RAM than it should be, that you should be forced to shell out money. I honestly have no idea why the coded it to download the entirety of the Consignment House at the initial point of access rather than having it be partial downloads based on client request or even have the search function modify as you type rather than upon completion of search criteria selection (my guess was that it speeds up repeated searching or decreases server strain). I'm saying that it doesn't take much RAM to make it run perfectly fine, and that an extra gig will even improve the rest of your game play as well. It's not entirely the devs' fault that you're running with less RAM than they assumed you would have.
  19. Quote:
    Originally Posted by Djeannie View Post
    SO I guess what I'm looking for is advice on how to deal with these issues. I know I'm going to have to get into adding some sets and doing a respec to be able to slot them all. I just don't know what to get or how I am going to afford them. I'd also like to work towards soft capping my defense and be able to drop tough/weave without gimping my damage.
    Well, my first recommendation would be to get out of the AE and start running some normal missions. Playing normally, you should plow through enough Council mishes to get the The Silver Bullet and Slayer badges by your mid 30s. Once you do that, it takes all of 15 minutes to get the rest of the badges for your Atlas Medallion accolades for a free 5% +end (5 minute romp through the starting zones and 10 minutes for Spelunker). Once you get into your 40s, run through Tina MacIntyre's arc completely (re: gotta get to the last mission at least) and through Maria Jenkins' arc. Those, along with a 2 minute romp through Founders and Bricks for the Scholastic history badge, will net you the Portal Parter accolade for another 5% +end.

    Another option would be to get Conserve Power rather than Focused Acc and slot it with 2-3 recharge. FA is a killer for your blue bar. I wouldn't even think of getting it on a toon that even threatened endurance issues (re: not DM/*, */Regen, */WP, or */Fire). That right there could solve many of your endurance problems because it would give you a regular period of time in which you're running a net gain even with your full attack string.

    As to sets, Impervium Armor (Tough, maybe True Grit) and Gift of the Ancients (all of your +def powers) are gold with 4 pieces. Both of them grant +recov and +end so they're doubly as effective (+end makes your +recov more effective). The Performance Shifter is a must have for Stamina as it's the best thing you can ever put into it.
  20. Quote:
    Originally Posted by Shadowraithe View Post
    So the fitness pool would be necessary for this build then too?
    I wouldn't say "necessary", but it would be nice, especially since it doesn't look like you'd be springing for the additional 2 LotG +rech IOs (since you're not springing for the similarly priced Armageddon and Hecatomb IOs) which was the entire reason that I replaced Fitness with Concealment + Super Speed.

    Packing more than 2 endurance recovery tools isn't really necessary, but, then again, it's very nice especially when you want to run all of your toggles (including the normally prohibitively expensive FA) or don't want to bother with using Dark Consumption and MoG at every available moment.
  21. My DM/Regen Scrapper's battle cry is, and always has been, "Let me bleed on you". Of course, it sounds like one of those crazy "Don't make me die on you!" battle cries unless you read his bio: the black nastiness around his hands is actually blood seeping out of the pores on his artificial limbs; the blood is sentient (insofar as an "entity" made up of servile nanites can be) and attacks anything that isn't the host (re: my character) and then flows back to be reabsorbed through his feet.

    I've had a number of people that gave me strange looks coupled with perplexed messages when I gave my battle cry as I jumped into a full mob because I apparently refused to die when I said I was going to.
  22. Umbral

    Blaster Balance

    Quote:
    Originally Posted by SlyGuyMcFly View Post
    Not vast. Relevant. Yes, they are extremely hard to quantify, much like Defiance's damage buff. But they are relevant, as they are an important part to Blaster survivability.
    Defiance's damage buff is actually quite easy to quantify: for a pure single target attack string, you'll generally net ~40% +dam. For a pure AoE attack string (for those that actually get one), you'll manage ~15% +dam. For mixed attack strings, it's somewhere in the middle. Now, if you want to get specific quantification, that's not actually all that hard either. It just requires a bit more work. All it takes is the attack string and about 2-3 minutes with a calculator.
  23. Quote:
    Originally Posted by Shadowraithe View Post
    Thanks alot Umbral. That helps.

    Question though. Why not just slot boxing instead of shadow punch? Or Shadow Maul?
    Boxing just makes me laugh. Shadow Punch is 57.8 damage in 1.056 seconds for 54.7 DPA. Boxing is 47.5 damage in 1.32 seconds for 40.0 DPA. Boxing is worse damage and takes longer. Plus, it deals pure smashing whereas Shadow Punch is mostly negative energy damage which is a substantially less resisted damage type.

    I got rid of Shadow Maul because there just isn't space. You'll also notice that I didn't take Resilience either (I do like to take Resilience as a level 49 power pick as a hope that, eventually, Castle will put some of the much needed and wanted debuff resistance into it and I don't want to have to respec around that). In order to get the ST attack string and everything else that needs to be packed in, something had to be given up. Having to add Shadow Punch to get the attack string got rid of Shadow Maul and having to take Web Grenade got rid of Resilience. It's a big game of give and take.
  24. Quote:
    Originally Posted by Folonius View Post
    I have experienced this problem in the past where I click the auctioneer and it takes about a minute for the interface window to pop up. Just don't go clicking all over the screen while it's doing that cause windows (Vista only?) will think it crashed and go bonkers.
    It's actually a problem with not having enough available RAM in order to process everything. If you're really having problems, your best bet is to simply dump some money on some more RAM (or steal it from friends).
  25. Umbral

    DM/Regen

    Quote:
    Originally Posted by Neg_rogue View Post
    Eh, I don't see how 17.6% S/L resistance and 5.87% defense (ED capped) is considered "awesomeness"
    Look at what else you're getting from your power pools. Compare it to what you're getting from Fighting (especially considering that it's damage mitigation that allows your already impressive damage recovery capabilities to act upon a smaller pool of incoming damage, making it much more effective) and you'll see why it's considered "awesomeness". Now, add in what the Fighting pool also allows you to slot (Boxing is a great set mule), and it becomes even better.