Werner

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  1. Quote:
    Originally Posted by Da_Captain View Post
    Also, I feel pretty sorry for anyone that put cosmetics over survival.
    There are many ways to enjoy a game. Perhaps they feel sorry for anyone that puts numbers over the look of a character concept.
  2. Hmmm. Mmmmmmaybe. That's more than a little tweak due to endurance, but it's worth considering.
  3. Quote:
    Originally Posted by Erratic View Post
    Whoops, meant to say negative talk about Spring Attack.
    OK, that makes more sense. I should try it too, though. I DO love AoE knockdown. I'd probably like it.
  4. In case I was unclear, it's OK to get 5 10% bonuses plus 5 7.5% bonuses plus 5 Luck of the Gambler 7.5% bonuses plus 5 5% bonuses and so on. So you could say that you're at the cap for 5% recharge bonuses, but you wouldn't say that you're at the cap for recharge itself, which can actually go much higher (you won't hit that cap solo no matter how hard you try, though I know you can approach it with some very, very extreme Super Reflexes builds).

    And yes, perhaps another set in Stamina, or even regular old IOs. I am a fan of Performance Shifter most of the time, but it's not providing much of what you want here.
  5. Quote:
    Originally Posted by Erratic View Post
    All the negative talk on the forums about Shield Charge nearly caused me to skip it. Thankfully, figuring I was going to respec anyway, I took it just to see how poorly it performed and I absolutely don't regret it.
    There's a lot of negative talk on the forums about Shield Charge?!
  6. I haven't played with high end Fiery Aura builds, so I don't know the kinds of numbers that are achievable. But hopefully I can answer in general. I don't think I would build soley for smashing/lethal defense. I'd want 45%, but 32.5% is probably plenty if you aren't splitting off from the group in iTrials and don't mind taking small purples when the going gets tough. So probably in practice, for most people, I'd think hit 32.5% smashing lethal, then focus on energy/negative. I don't know how much you could get, though. Psionic defense is a bit difficult, though there are a few large bonuses to be had. I'm not sure I'd focus on it, though. I think I'd want high recharge for Healing Flames.

    If someone with more relevant experience wants to tell me I'm wrong, that's fine too. I don't mind learning something.
  7. Recharge, recharge, more recharge, and defense (focus on smashing/lethal, then energy/negative). More than a few hit point bonuses are generally a waste because with Dull Pain, recharge, accolades and a few bonuses, you can have capped hit points any time you want. Regeneration bonuses are generally of little benefit because they are drops in a vast ocean of healing and regeneration. You also need to know about "the rule of 5", which is that a build can only benefit from five of any particular bonus (though with weird things like the Luck of the Gambler +7.5% not counting the same as other +7.5% recharge set bonuses, so you could theoretically have five of each, even though they're all +7.5%). If you click on "view active sets", the window on the right will show you all the bonuses that are literally doing your build no good due to having more than five of them. It's not strictly BAD to have a couple things in red if you've picked them up while chasing other things - they just won't do anything for you.
  8. Yeah, I don't see the slightly lower defense as a major loss. Barrier gets me above soft cap on demand, and perma if desired, while either way I don't hit the incarnate soft cap. I'll get hit a little more often in incarnate content, but not by a huge margin, and by less of a margin than the hastened healing can deal with. It's a significant net win, at least on paper, though I think my current paper calculations understate the ranged energy and psionic damage in current incarnate content.

    I could consider Dragon's Roar to encourage enemies into melee, though it seems that often the result is that they just keep shooting from about ten feet away, and using terrain is necessary regardless.

    Let's say 95% solo, 3% duo, 1% trio, 1% larger team.

    Blessing of the Zephyr is a universal travel set, so it'll go in Combat Jump and Super Jump just fine. It's not as useful in them, as I don't need the boost with them, but that's not exactly important. I do think I have a slight preference for Hover scrapping at this point, but it's no big deal either way.

    If Tankers had Katana, I doubt it would help defensively all that much, since more than half of the ranged and AoE defense is coming from set bonuses rather than powers. I'd be tempted to go pure tanker and just get closer to the incarnate soft cap rather than shift focus to DPS. If I tried to turn the Tanker into an offensive powerhouse, though, maybe it would be possible to approach these offensive numbers at significantly higher hit points and resistance. It's an interesting thought.

    I suspect I can get more DPS out of Reactive than most people with Achilles' Heel and 8.5 attacks in 10 seconds plus 5 ticks of Death Shroud. It depends on how much it can stack, though. If it's at the lower end of that 20-30 DPS, then I want to boost my damage output some. I guess this is the big question I need to find a definitive answer to before I go much further, as it seems my DPS is right on the edge of being too little for me.

    I don't really need Focused Accuracy, but some of my deaths happen when fighting significantly uplevel and when they start using defense buffs or to hit debuffs. Divine Avalanche starts missing, defense drops, and I'm eating dirt. It doesn't happen often, but enough that I think it would help. Also, I just hate missing. Werner's build used to have both, and I really liked it, though that was back when Focused Accuracy had a lot more to hit.
  9. Hey, do I even want Build Up on this thing? I'm used to Scrappers where it makes a difference, though not a huge one. On the Brute version, it looks like virtually identical DPS either way. It's nice to have a brief extra 24% to hit on demand, but I'm not sure that's worth it on its own what with the whole Kismet + Tactics + Focused Accuracy thing going on. I could trade it for Acrobatics, as mentioned earlier, or even for Vengeance for a home for the Shield Wall +3%, giving me an extra slot.
  10. The main change from the Scrapper build is dropping Hover and picking up Hasten while using Barrier to cover the lost defense. The addition of enhancement boosters may also in some cases allow for interesting optimizations, like getting 96% recharge after ED out of just two recharge IOs in Hasten. I fiddled around with some things trying to reoptimize, but you're right that it isn't very different than my Scrapper build at this point, and yeah, I got quite a bit of help back then. I'm hoping there's more performance to be extracted, but maybe I'm being overly optimistic.

    I'm definitely trying to see what I can do by using acrobatics instead of IOs for knockback protection. I need to spend more time at it. So far it looks promising, but I don't have anything I'm happy with yet. I'm pretty slow when it comes to building, I think.

    Honestly, I don't know my Scrapper's current DPS, and haven't calculated the Brute's. I had some error calculating the Scrapper's DPS that I never figured out, and the last time I did a pylon run was when Reactive was broken (?). I need to calculate the Brute's DPS before I commit to anything, but I'm assuming that with reactive, my DPS will be "sufficient", where sufficient is enough to take down a pylon, even if it takes a while. Maybe a goal of 160+ DPS? Pretty low, but if I want to do damage, I can pull out my Fire/Shield Scrapper, or maybe finish leveling and IO out the Super Strength/Fire that I recently started. Here I'm looking for something about halfway between a Tanker and a Scrapper.

    I don't know why I don't just calculate the DPS, though. Should be easy enough, even if I may have the same error as before. What's a realistic figure for the fury damage bonus these days? 70%? I'll set it up as a plug in.

    I'm showing close to 130 DPS before adding in the Reactive proc. I'm guessing that'll bump me up to about where I want to be? I'd need to look up how it actually works, how many stacks, and so on. Let's see, it looks like Reactive Radial is still the way to go for pure damage, and I believe that the ticks from Death Shroud count? How many times does the debuff stack? 4 times, right? -10% resistance total? I assume someone's calculated the damage from the DoT, and again, how often does it stack? 8 times? I get a little over 8 attacks in 10 seconds, plus 5 from Death Shroud, so I have 13 chances for those to activate? If so, it would be a bit of an overestimate to say they stack to the max, but it should be close enough for a first pass until I figure out the actual probability. First I'd need to know how the DoT works, though. I don't see any details in game or on City of Data. Arcanaville posted something back on 10/6/11 saying it's 6.695 DPS per. So if it's 4 and 8, back of the envelope says around 200 DPS? I can't imagine that Reactive is adding that much, but I've never checked. Probably I have the number of stacks wrong?
  11. I do hate slows, and I'm way over the cap on Fly speed. I'm not sure it's worth giving up 1.88% AoE defense for 20% slow resistance, though. It'd be nice to find SOME way to fit it in, though.

    When something makes this build need Dark Regeneration while it's recharging (and trust me, I'll find something that will), that's where Barrier comes in. Rather than having it up full time, I'll use it as a response to heavy defense debuffs or massive damage while Dark Regeneration is recharging. By the time the capped defense and resistance goes away, Dark Regeneration will be recharged, so as long as I'm quick enough on my clicking, it can take a pretty heavy wave of damage. One anyway. And heck, if the next wave looks like it's going to take me out, I might as well just go down and use Soul Transfer rather than trying to escape.

    I could consider Acrobatics. I like Hover scrapping, but I like the Jumping pool too. I feel tighter on slots than power picks, and that might save two or three slots. One could go to Winter's Gift. Who knows what I could accomplish with the other(s). Easy candidates for replacement would be Build Up, Focused Accuracy or Soul Transfer.
  12. I think I'm going to reroll my Katana/Dark Scrapper as a Brute. I'd really like a taunt aura, the higher hit points are great, and the higher resistance caps will let me take better advantage of Barrier. My attempt at a build is down at the bottom.

    What I'm after is maximum survivability in an otherwise practical build (travel power, AoE, etc.). I would like to be able to solo incarnate content once they introduce soloable incarnate content. I'm assuming (hoping) that soloing incarnate content will be really, really dangerous. So I want to be very survivable at incarnate levels of to hit, and when the exotic damage and debuffs start flying.

    I sometimes enjoy "challenge play", which is to say no temps, no insps, no click accolades, no base empowerment buffs, and so on. I also mostly solo. So no counting on inspirations or external help of any kind with this build.

    No expense spared for even the smallest benefit. L53 Hamios, +5 boosters, PvP procs, purples, anything goes. I already have lots of good Hamios and IOs in storage and on my Scrapper build, which I'll likely gut for the Brute. And it looks like my veteran status and subscription give me access to plenty of "free" enhancement boosters.

    Build goals:
    • soft cap melee/lethal with one Divine Avalanche
    • soft cap ranged and AoE with the 5% tail end of Barrier
    • well over incarnate soft cap with two Divine Avalanche (my "defense debuff resistance")
    • sustainable endurance with Cardiac Core Paragon
    • high hit points
    • high resistance
    • decent recharge on Dark Regeneration
    • Dark Regeneration with decent accuracy and healing for when I fight AVs with no heal fodder
    • 95% to hit +3s
    • 12 points knockback protection
    • usable Cloak of Fear

    I think the build meets or exceeds all of these goals except for sustainability, and even then is only 0.1 EPS short, plus has several situational high-EPS toggles, so it should be more than sustainable in practice. I see no need to improve endurance further. I guess I'm just looking kind of generically for more - more defense, more resistance, more hit points, more recharge, whatever I can get.

    I don't strictly need Soul Transfer or Focused Accuracy. I usually prefer to take powers that keep me from dying in the first place, and accuracy is good even without Focused Accuracy. But this would be the first time I've ever taken a rez power, which amuses me, and of course it's a really, really good rez. And the idea of having just stupid amounts of to hit and accuracy amuses me as well. I really hate missing.

    Yes, I know I skipped Golden Dragonfly and Soaring Dragon like a brain dead noob. I know how great they are and that I'm giving up DPS, but:
    • I was able to get slightly better results elsewhere in the build by going with this simpler chain.
    • Saving a power pick let me take both Soul Transfer and Focused Accuracy, which as I said amuses me.
    • For anything that can challenge this level of survivability, single-target knockup/down tends to not work (AVs) or is only mitigating a small fraction of the incoming damage (one target in a large +4 crowd).
    • It uses less endurance.
    • Shorter attacks build fury faster.
    • Shorter attacks get more out of regular and interface procs.
    • It doesn't ever toss my enemies out of range like Soaring Dragon occasionally does.
    • While built purely for L50 performance and not intended to exemplar often, having a full chain by level 8 would be occasionally convenient.
    • I just... kind of like the chain. I've played it before, and I like the way it flows. I'm an attack chain minimalist.

    Ideas for improvement?

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  13. Quote:
    Originally Posted by mauk2 View Post
    (1 percent? Really? )
    Yes. 44% defense takes 20% more damage than 45% defense in normal circumstances. But yes, I suppose the debuff would take care of it most of the time, and it wouldn't matter anyway unless you're really pushing the envelope.
  14. Quote:
    Originally Posted by mauk2 View Post
    Turtled up, this is still softcap vs SLEN, gets a lot more FC, and can start stacking DA's to skyrocket past the iCap against all melee and lethal, which is freakin' awesome.
    One problem is that half the stealth defense suppresses during combat. This build is no longer smashing/lethal soft capped. It's about 1% under. That's probaby fairly easily fixed, and I like the buff to FCEN. I'm certainly in favor of adding Tough. As for endurance, it looks to be about 0.3 EPS worse than before, which is about where I was when I did my fiddling, so the same answer could work here. I'm sure there are other solutions as well.

    Yeah, your approach is better than mine if we can fix the smashing/lethal (I'm sure it's fixable).
  15. Quote:
    Originally Posted by Errant View Post
    But how to wedge in DA? Not my toon, building on commission, but the player wants a Vertical Travel power, more than just Ninja Run. Mentioned, ebcause SJ is about the only power I could think to drop for DA to make it's way back in. Or I'm dropping Vengeance, the 6% Acc, and then pirating at least Brawl's slots... More thoughts?
    OK, let's see what we have and how we might fit in Divine Avalanche. Getting slots is partially handled by how we could snipe three of them from Brawl. Hmmm, I wonder about the necessity of Physical Perfection. I suppose we'll want it when we turn on Focused Accuracy. We could trade it for Tactics and give up the to hit debuff resistance, which would reduce our endurance consumption... but we still end up 0.27 EPS behind in the process. We might be able to get that out of Gambler's Cut. Rather than the 20% knockdown, go with damage/endurance/recharge. Now we're 2.69 instead of 3.03, plus do more damage. It's not enough, but figure we're using Gambler's Cut every 2.5 seconds or so, and that's 0.14 EPS or so right there, so about half of what we've lost. If we could get one more slot in Quick Recovery, that could give us the rest. We could poach it from Heightened Senses and go with a set of three Luck of the Gamblers. Now we're over the +10% regeneration cap, so we can play with our Golden Dragonfly or The Lotus Drops slotting, but I feel like I'm getting far afield now. I don't feel I need to chase down every implication as long as it looks like the general thrust is workable, plus you may simply not like the things I gave up, plus I don't know that you've carefully calculated exactly now much endurance you're burning and recovering, so I may not need to match it exactly. So I'll just toss this out there as a work in progress to demonstrate one possible way of fitting in Divine Avalanche as a situational buff.

    Another approach would be to drop Assault, which I'm not a huge fan of. It's nice to have when you have tons of endurance to spare, but I don't think of it as that big a deal. You need a couple more slots to pull that off, but they don't seem that hard to find, and really, you could probably get away with just one extra slot.

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    Edit: And while I was working on this post, Mauk2 demonstrated that there are yet other ways to skin this cat.
  16. Quote:
    Originally Posted by Errant View Post
    I would too... but the build pulls of 45% SLEN without it... so why lean on it?

    Tough was a "tough" drop, but I feel (no numbers mind you) that the last set of Kin's in Kick make up for the lost S/L resist. Also, not, no SoW either.

    And unsure on Kismet, I get confused if it works as a global or a Set enhancement. If latter (a la Numi/Miracle) it'd be a simple swap for the LotG in CJ...

    But otherwise decent? sweet, it might not suck. Wish I could think of some better ways to get those last percentage points aside from the Glad's Armor.
    Incarnate content, defense debuffs, tip mission devouring earth, etc. You won't normally need it, but if you can fit it in, I think there will be many occasions when you're happy you have it.

    Let me check on the Kismet. It says for 120 seconds, which tells me the power needs to be active. I can confirm by turning the power off for two minutes. Heh, I didn't have to wait. It disappeared immediately. I'd noticed the same with the stealth IO. I guess 120 seconds now means 0 seconds. Anyway, yeah, don't put it in Vengeance. Do the swap.

    I haven't actually looked at the build, though.

    Edit: Probably 120 seconds for a click power. I can't test that, though, as I always have it in a toggle or passive.
  17. Werner

    Regen Help!

    Quote:
    Originally Posted by BrandX View Post
    But how much is some defense? 22% to all positions enough?

    I find most try to softcap S/L or go the route of Blade sets for softcapped melee.
    With a sword primary, it is possible to soft cap all positions. But even then, the numbers show better survivability with ranged and AoE at 33% with more recharge and Rebirth instead of Barrier.

    I don't know what's possible with other primaries, but I'd probably settle for 32.5% smashing/lethal and maybe low to mid 20s for other types. One small purple then soft caps smashing/lethal, and Shadow Meld soft caps everything with a little wiggle room. I suspect I'd put the rest of my efforts into recharge and any other build perks I wanted. I've not tried, though, so I can't say for sure.
  18. Werner

    Regen Help!

    You want recharge, recharge, more recharge, and then some defense. Recharge itself can give you defense in the sense of making Moment of Glory and Shadow Meld (if you take it) come back faster.
  19. Quote:
    Originally Posted by Matuse View Post
    How cute, worrying about Sappers with /DA.

    The least scary enemy in the entire game for that secondary.
    Yeah, it occurred to me after I wrote it that it was a poor example for this particular case, but I was lazy and amused by my own stupid, so I left it in.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    ...If you're soft-capped you're not going to be taking much damage from anywhere else...
    That's kind of my point. If you're soft capped, you'll be taking negligible damage from most minions. Oppressive Gloom would be more situational, like when you're debuffed, or to help with Sappers, that sort of thing. So I kind of see your reasonable options like this:
    1. slot up Cloak of Fear enough to make it usable (difficult due to slotting pressures)
    2. take Oppressive Gloom with the default slot and use it situationally
    3. skip your mez auras
    And lest any passers by forget, we're talking about a soft capped, IO'd out build. Oppressive Gloom is an amazing power on most builds, a one slot wonder, and is obviously even arguably good in this case (even if I'd argue against it). Great, great power.
  21. I wouldn't sweat the 0.12% missing Ranged defense. Cloak of Fear tends to need some slots to be playable. I think you're going to have some serious endurance problems, though Cardiac, which I'd recommend on Dark Armor, would probably fix things up nicely. You have a proper amount of knockback protection. Gambler's Cut is a better attack than Sting of the Wasp for most good attack chains. I'd really want the Achilles' Heel in Gambler's Cut, as you use it every other attack in the good chains.

    I'd personally suggest against Oppressive Gloom. With soft-capped defenses, I suspect it'd normally do more damage than it prevented. So I'd either slot Cloak of Fear to usability, or I'd just get by without a mez aura. Or go ahead and take Oppressive Gloom, but only turn it on when you're debuffed enough that you're taking a lot of minion damage.

    More later, maybe. My bed is calling my name.
  22. Mids' links don't work for me. I wouldn't count on the -tohit, since it can be resisted. I'll post an older budget soft cap by Ramia Angriffe with a couple mods by Iggy Kamakaze. It probably needs to be updated for the incarnate world, but it's at least a point of comparison for you.

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  23. At a low to medium level, killing them before they kill you is a viable strategy. But you're talking about sets and incarnate powers, so you're talking end game. For end game, you should be able to do high damage AND have high mitigation and health recovery, and should no longer be in kill them before they kill you mode (other than taking out particularly pesky mobs like Sappers). I haven't looked into Titan Weapons, so that's just a general observation.
  24. Werner

    Regen...?

    Quote:
    Originally Posted by The_mini_gunman View Post
    Well I agree with what you're saying, but I think that's really the issue - players making selections based on what they expect, rather than taking the time to read & understand.
    Rename the set to "spastic clicky survivy thing". Fixed.

    I do understand your point, but I'd rather see the name changed to match the set than the set changed to match the name at this point. Neither are going to happen, of course.
  25. Werner

    Regen...?

    Quote:
    Originally Posted by ClawsandEffect View Post
    Regen rewards player skill more than any other set in the game. You know that when you pull off something crazy with a Regen, it wasn't your uber-expensive soft-capped build that got you through it. YOU got you through it.
    And conversely, you know that when you die, it was YOU that got you killed, not your secondary. There's always something you could have done, some way you could have lived, if only you were faster, if only you'd done the exact right thing at the exact right time. You promise yourself you'll do better next time.

    I really, really like that. The set is worth learning. The rewards are amazing.

    You'll never go and make a sandwich in the middle of the spawn like you might with Willpower, say. But oh, the satisfaction when you get it right.