Warfarin88

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  1. Just now, while gearing up to research obscure afro-caribbean music styles to inspire a name for a new concept; I tried 'Reggae' in the costume creator on a whim.

    To my amazement, it was actually available.
  2. Negative ghost rider.

    Just drop the Reactive triples and the only set bonuses you lose are the 1.25% S/L, times two is 2.5%, which subtracted from the build you posted leaves 45.1% S/L defense.

    Total loss: 2.5% S/L defense and 0.7% S/L resistance (net S/L defense 45.1%).

    Total gain if you slot the third numina in HPT and FH: 17% regen and 6% hit points (3.69 hp/sec total regen).

    There might be better places to put them, that's just an example.

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  3. Spring Escape is definitely a winner. That power would be all kinds of fun.
  4. On that last build you posted, you can go only three deep on the Reactive Armor sets and still be at S/L softcap. The extra slot in High Pain tolerance I would go with another Numina, but the extra one in Mind over Body could go anywhere. Another Numina in fast healing would net you 17% regen + the HP bonus. Total loss on the S/L resist would be less than 1%.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    Okay, here's what I did:
    That's a beast build. Nicely done. I guarantee that's overkill on the end mod slotting, but the set bonuses on the Performance Shifters are nice regardless.

    Quote:
    Annoyed that I couldn't soft-cap Fire and Cold as well
    If one were to drop thunder kick for focus chi, you could slot two Reticles and a recharge in focus Chi, shift the Steadfast to Tough, and 6 slot Mind Over Body with 3 Reactive and 3 Aegis for 44.8% F/C defense, but honestly one would rarely if ever notice the difference.

    You'd lose 5-10% recharge that way too, but that build is never going to be hurting for a top shelf attack, even when hasten is down.
  6. Quote:
    Originally Posted by Hyperstrike View Post
    With 4+ End/Sec recovery, I'm not really having end issues now. And yeah, I may go with FA.

    Additionally, I don't want to come to rely on a Destiny power for buffs since they're not up all the time (bad enough I'm relying on Hasten).

    The reason I ask is because of the way PPM procs work (and all procs are going to work in the future). I'm trying to find which power would maximize my chances.

    Greedy little min-maxer that I am.
    Like I mentioned earlier, I don't believe the Scrapper proc will be impacted by the PPM mechanic. I would just slot it where the recharge bonus will help the most, in a power that can spare the slot the most.

    As far as relying on Hasten, I can't imagine how you would need to personally. That's one of the beauties of MA/WP. WP gets absolutely no benefit from hasten, and MA doesn't have any key attacks on a long recharge.

    If I was soloing pylons for bragging rights as the focus of my heroic career, I could see it helping. As it is, I can run a continuous attack chain with Storm Kick, Cobra Strike, and Thunder Kick now in nearly every conventional game setting with only the occasional need to plug in a fourth filler attack if I am working on a particularly hard target. Much more often than not, this need is irrelevant anyway since I'm using Dragon's Tail on the minions.

    Seriously, unless you really just love the varied animations, there is definitely skippable attacks in MA with only minimal global recharge bonuses. Thunder Kick is a strong first on this list, with Crane a close second. I could easily run my MA with no Hasten, no Thunder Kick, no Crane Kick, no Eagles Claw, and only modest global recharge bonuses and never be waiting for an attack to recharge.

    Granted, it is stylistically a bit more stale, but I was surprised how quickly I found i didn't miss the varied animations, and in the case of Thunder Kick, I was really surprised how obvious the DPS improvement was once I respecced out of it.
  7. Quote:
    Originally Posted by Hyperstrike View Post
    Here's a possible build with some of the suggestions and using Nerve.
    Nerve would definitely help the accuracy concerns and help free up the build a bit with the defense boost.

    As an anecdotal reference:

    I originally had Conserve Power and the Spiritual alpha. I rarely used Conserve Power, but when I needed to it was definitely a lifesaver. Then I switched to Agility to try it out. I realized I never used conserve power anymore. I swapped it for Focused Accuracy with one end IO. I discovered I could run it continuously with some very minor occasional concessions that I mentioned in my earlier post. The end mod bonus is just that significant on a build that has three recovery powers. Fast forward to my current build which has a T3 Ageless (either one, I have both at the moment), and I never have end or accuracy issues, ever.

    EDIT: in the chunk I posted, note I have 10 toggles switched on. That's how i play that toon 24/7. I just checked in game, and barring a particularly unlucky RNG run on the Performance Shifter procs, I couldn't run him out of endurance while attacking continuously using my most endurance heavy attacks on a target dummy with Super Jump toggled on, and that's without using ageless. (note I didn't experience the unlucky RNG thing after several minutes, but I could see it being a theoretical possibility).

    Agility also has the benefit of recharge bonuses down the line, whereas most of the rest of the bonuses from Nerve will go completely unused in your build.

    Food for thought.

    EDIT TWO: tangenital musing: Given the revelation in the previous edit, I will have to experiment with the survivability impact of running my toon with Musculature instead. even more tangenital: We need an offensive (damage) oriented Destiny option.
  8. Quote:
    Originally Posted by Hyperstrike View Post
    Any suggestions for BEST power choice for the proc?
    As far as I know, it doesn't matter. It's a global buff akin to the LoG recharge bonus. Following that logic, it generally goes into a power I use the least as it's per power recharge bonus is relatively small.
  9. MA/WP has been my main since WP was introduced.

    First thing... No Focus Chi?
    I... don't know what to say to that. If you're 50 and comfortable with out it I guess that's OK, but I can't imagine any single power from the MA primary that has a more significant impact on overall play of the set with the possible exception of Dragon's Tail.

    I'll second the notion on splitting the Scrapper's Strike set. It opens up a lot more slotting possibilities. It seems trivial, but that last 4% of defense on the way to soft cap truly makes a dramatic difference in overall durability. I'll also second the accuracy concerns. If it's working for you, that's cool, but it does seem awfully low.

    I do have your back on Spring Attack. I was skeptical when I first took it, but it does add a significant amount of AoE damage potential and I wouldn't give it up for the world now. Once you choose a Judgment power (I like Vorpal thematically, but any of them really), you'll find you actually have reasonably good AoE potential when you need it.

    Do you use Thunder Kick regularly? I had it in my build forever, but finally just recently dropped it and the increase in DPS was noticeable and immediate.

    Same question about Crane Kick, only I dropped that ages ago when I realized I was spending way more time chasing critters I had just punted than actually dealing damage to them. If you like it for the fun factor, that's great. I'm even considering replacing Eagle's Claw with it, since I really only use Eagle's Claw as an occasional filler attack anyway. With ~%62% global recharge, I find I can reliably put together an attack chain with just Storm Kick, Cobra Strike, and Crippling Axe Kick (occasionally I might need to toss in a Dragon's Tail or an Eagle's Claw).

    If you're curious, here's my build I'm playing now. Soft cap to S/L/F/C/E/N. I don't run the speed pool, and don't really miss it at all, but if you really wanted it you could swap it in for Warrior's Challenge. I run Focused Accuracy and Sprint continuously without issues during normal play. Extended DPS sessions (extreme scenarios) did require occasional blues and/or toggling down sprint and tough until I picked up Ageless.

    An endurance mod boost from the alpha slot makes a world of difference for this build. You can get there in the radial branch of the Musculature tree, but I favored Agility for the defense/recharge boost.


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    For what it's worth, the Hecatomb set is a recent addition. I played this build for a long time with a Crushing Impact set in there and it didn't change the playability of the toon much at all for me. Ditto for the Gladiator's proc, although that last bit of defense did noticeably improve survivability in extreme situations.

    Also, I run a Kin Combat knockdown proc in all my main chain attacks. You should be able to significantly bump DPS if you swapped those out for damage procs, I just find the extra knockdown hella fun.

    EDIT: also, as a quick and cheap band-aid to get your Energy defense up a bit more, take a look at my slotting for Spring Attack. You can pick up another 2.5% by slotting three Cleaving Blow instead of the franken-slotting you have along side the Eradication sets.

    EDIT TWO: you might think I'm nuts for having so few attacks and no hasten. I know I thought that sort of build was nuts for a long long time, and only arrived there after a long evolution of trial and error. I would recommend trying it though. You have the luxury of having all the tools already. Just try pulling Hasten, Thunder Kick and either Crane Kick or Eagle's Claw from your tray and then running a mission or three. The play style may not be your cup of tea, but I wager you will at the very least be surprised at your comparative performance.

    EDIT THREE: LOL. I just noticed who the original poster is. Hyperstrike, I am now embarrassed. You have significantly more experience than I thought when I wrote this post. Please take any parts this post that might raise an eyebrow with a grain of salt. I made several references to play style and game mechanics that I'm sure you are well aware of. I'll leave the post up in its entirety, in hopes it might help someone else down the line.
  10. Bumping this since it was the first TW/EA post i found.

    OP, if you're still around, I didn't plug your build into mids (post a data chunk!) but this is what i came up with using the same power pools. It should do everything you referenced and more.

    Highlights: With a T3 Spiritual Alpha and the occasional Force Feedback Proc, this build should be comfortably perma hasten, perma energize, and soft capped to S/L/F/C/E. It also sports ~ %540 regen. No purple sets, no glad armor proc.

    This is where I'm leaning for this guy at 50, but I'd love any feedback for tweaking.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Warfarin: Level 50 Mutation Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Energy Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Crushing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), Achilles-ResDeb%(7)
    Level 1: Kinetic Shield -- DefBuff-I(A), DefBuff-I(7), EndRdx-I(9)
    Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), FrcFbk-Rechg%(13)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 6: Follow Through -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(23), SScrappersS-Rchg/+Crit(25)
    Level 8: Build Momentum -- RechRdx-I(A), RechRdx-I(25)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Dampening Field -- ResDam-I(A), ResDam-I(27)
    Level 14: Power Shield -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(29)
    Level 16: Energy Protection -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rend Armor -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(29), SScrappersS-Acc/Dmg/Rchg(31), SScrappersS-Dmg/EndRdx/Rchg(31), SScrappersS-Acc/Dmg/EndRdx/Rchg(31), Achilles-ResDeb%(33)
    Level 20: Energy Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Empty(A)
    Level 26: Whirling Smash -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(36), FrcFbk-Rechg%(36)
    Level 28: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 30: Boxing -- Empty(A)
    Level 32: Arc of Destruction -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 35: Energy Drain -- LkGmblr-Rchg+(A), LkGmblr-Def(40), EndMod-I(42), EndMod-I(42), RechRdx-I(42)
    Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(43), RctvArm-EndRdx(43), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
    Level 44: Focused Accuracy -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48), Mrcl-Heal(48), Mrcl-Rcvry+(48)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50), EndRdx-I(50)

    Level 4: Swift -- Empty(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Heal-I(17)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod(19), P'Shift-EndMod/Rchg(19)

    Level 50: Spiritual Partial Core Revamp
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    ------------

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  11. Simian, I like it. Heck, I want that toggle on my MA Scrapper! (In all seriousness, I think a click power would be more thematically appropriate for a chi based power, but whatever).

    I think I still lean toward a utility focused melee AoE. For example: sub in Dragon's Tail to your plan as discussed, but give it similar properties to Lightning Clap from Electricity Manip.

    I just cant shake the feeling that a reasonably potent AoE offensive ability just isn't appropriate for this set. I can't really say why.
  12. Quote:
    the various and valid discussions about too many attacks proposed for the secondary
    I concede. You're right.

    Drop most of the damage from Cobra Strike, and drop CAK for a modest damage melee cone attack with a light knock back effect. Give it the old school Storm Kick animation for nostalgia and giggles.

    That's one light damage heavy knock-back attack, one moderate damage minimum range cone with light utility, and three bonafide single target attacks.
  13. This topic pops up at least once a month it seems.

    It's still as awesome an idea as it ever was.

    EDIT:

    I'd clone Energy Manip with this set, but with a twist

    Crane Kick (lower damage, higher knockback version)
    Thunder Kick
    Focus Chi
    Storm Kick
    Conserve Power
    Cobra Strike
    Crippling Axe Kick
    Expend Chi *(this is the twist)
    Eagle's Claw

    * new toy: Must be under the effect of Focus Chi to activate, mimics effects of Power Boost and Boost Range. Balance effectiveness/duration as needed. Activating the Expend Chi power "uses up" any remaining duration for bonus effects of Focus Chi.
  14. You know, if I just swap Frost Breath in place of Shiver with the same slotting, it does modest damage and still offers lesser (but still significant) debuffs with a similar mechanic.

    Given the panoply of other mitigation effects in play, and the likelihood that serious threats will either be locked down or close to recharge debuff cap from compound single target attacks anyway; that option is worth considering.

    Does Shiver wake up sleeping foes? If it doesn't, that's one plus for it as an alternative to the 'chaos' AoE control mechanism of Ice Storm + Ice Patch.

    EDIT:

    Well bugger me. I was under the impression for some reason that Ice Patch was a location AoE. On the blaster it's a PBAoE, and it doesn't work in hover. Given Ice Storm's propensity to scatter and no reliable method to contain them with the blaster, I'm thinking now that I will swap Frost Breath for Ice Storm. I just wish Frost Breath didn't have such a horrendous animation time.

    Work in progress I guess.
  15. Thank you for the feedback. I'll wrestle with this some more tonight.


    .
    .
    .
    This is a really late edit, but since I necro-hijacked this thread in the first place, and I'm about to derail it completely, I'll spare everyone the bump:


    I ultimately decided I could accomplish similar goals more effectively with a blaster instead.

    On the remote chance anyone is curious, here's my quirky take on a S/L/E/N + Range Softcap ice^3 blaster: (technically only ~43% E/N defense)

    Code:
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    |-------------------------------------------------------------------|
    The blaster definitely has less passive control than the Dom (no Arctic Air), but where my play needs it I think this blaster actually comes out ahead: awesome single target lock down potential with the three holds, decent emergency lock down with the two AoE sleeps, and decent mass soft control with a heavily slotted shiver on a ~6 second recharge.

    Damage should be significantly improved with the blaster as well. I'm not a fan of crash nukes, but I'm also not too happy about skipping Blizzard. I might swap it in for one of the AOE sleeps down the line; I'll have to see how she plays out.

    The blaster build is considerably cheaper too.
  16. Quote:
    Originally Posted by stevie_james View Post
    I've heard that Battle Axe and Broad Sword are basically clones from a couple players now.

    However, Broad Sword is one of my favorite power sets and Battle Axe is on the other end of the spectrum. I'm starting to wonder why that is now.
    I'm not terribly familiar with Broad Sword, but I believe Battle Axe and War Mace are generally regarded as clones of one another since the War Mace reboot.

    There are some subtle differences from power to power, but they're by and large the same sets. The notable exception is Swoop vs Clobber (Clobber is significantly more powerful than the Axe alternative).

    War Mace is actually a pretty good set. If the performance of Swoop was brought up to speed with Clobber, i think Battle Axe would be held in a lot higher regard.
  17. Quote:
    Originally Posted by Aumakua View Post
    ... I got soft cap S/L/E/N. I tried to get soft cap on Fire as well, But I wasn't able too...
    I got you there with a catalyzed Scrapper's Strike set split. I'm not sure how available the catalysts are for you, but the Scrapper set shouldn't be any more prohibitive to get than the purple sets.

    You'll want to go through this power by power to optimize, I just tossed set pieces in powers for the bonuses without paying any mind to the enhancement values.

    There's 1 extra slot as well, 3 if you want to under slot Pulverize to a Kinetic Combat Mule and just use Shatter in your single target chain.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    EDIT: if catalysts are a problem, that fella should be plenty durable without them until you can come across them in game normally.
  18. Good to know, thanks. I might have to rethink skipping Shiver.
  19. Isn't there a point of diminishing returns on recharge rate debuffs, or am I thinking of something else?
  20. Warfarin88

    Afterburner?

    Quote:
    Originally Posted by docbuzzard View Post
    If I opt for flight as my travel power, I always take afterburner. The exposure to it makes flying without it unpleasant since it is so much slower.

    Truth be told afterburner has lead to many more of my alts using super jump simply because if I can't fit in afterburner, I don't have any interest in fly anymore.
    that. exactly.
  21. If you are used to sets akin to MA or Ice blast, then War Mace can still "feel" slow. It really isn't that much slower, but for lack of a better way to explain it; the visceral effect of the combined animations and sound effects for War Mace is just, well, kind of "casual".

    If you can stomach losing the mini-cone on shatter, you can operate with Pulverize instead with a minimal DPS hit against single targets. FWIW: My attack chain "feels" much quicker to me without shatter in the rotation.
  22. Akia, I'm still working on this build and haven't played it, but it might give you some ideas.

    Fair warning, it doesn't use the swords at all, and probably wouldn't be ideal exemp'd. I think it would be viable in melee or at range at 50 however.

    Pros:
    • Soft capped to S/L/E/N and Ranged (with Agility/Nerve alpha)
    • Perma dom with no speed pool (hasten)
    • Every power from the Ice Mastery ancillary

    Cons:
    • Not cheap
    • Requires running Hover for the soft cap
    • Short changed Hoarfrost's slotting to where its not much more than a mediocre emergency heal

    Concerns:
    • Not sure about endurance sustainability with Arctic Air running (seems like between Hibernate and Domination it might be workable without Ageless, but I haven't played it)
    • Not sure whether I short changed Sleet or not
    • Not sure I like where the Ascendency of the Dominator set/proc is slotted (Block of Ice -- maybe better in Chillblain? -- really wish that set enhanced damage)


    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

    As I said, its a work in progress. If anyone wants to tweak it and/or blow great big holes right through it for me, I'd love to see hear.
  23. Good god ClawsandEffect.

    I've made dozens of passes at Dark Armor in Mids'. That build CRUSHES every past attempt I've ever made.
  24. I have a concept for a hover tanker that I am warming up to. I've settled on Dark Melee for my secondary, but I am waffling between two builds for her primary.

    Allowing that the offense and pool power choices are generally fixed ... which build do you prefer?

    (Note, I'm not sold on either Alpha, the ones equipped are just what I settled on for now).

    Willpower / Dark Melee:
    Highs:
    ~ roughly 42% defense to all (inlcuding psi)
    ~ 700% regeneration with 1 enemy in RttC
    ~ 3000 hp
    ~ 102% global recharge with no speed pool
    Lows:
    ~ mediocre elemental/energy resists
    ~ kinda goofy Soul Drain slotting

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|


    Invulnerability / Dark Melee:
    Highs:
    ~ 44% defense to all but psi with 1 enemy in Invincibility
    ~ 3500 hp with perma Dull Pain
    ~ decent resists
    ~ 112% global recharge with no speed pool
    ~ room in Smite for new ATO absorb proc
    Lows:
    ~ standard invuln psi hole
    ~ tough isn't slotted to run ... I'm not sure how well ATO proc will max out S/L resists (I'm also not sure how much it will matter if they aren't)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|

    Obviously if either build has room for improvement, I welcome suggestions.
  25. Warfarin88

    A little project

    Quote:
    Originally Posted by WanderingAries View Post
    Oh, so that's what that is. Might need to invest in a couple slow fields.
    Good luck trying to place a slow field in the entry room.

    I recognized it instantly, Swergen.

    Nice work.