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Quote:So basically it's better to get 41.7ish Smash/Lethal and 28.6ish Ranged than to get to around 34-36 for both. Makes sense.put 4 kinetic combats in siphon life + 2 triples from Crushing Impact or Mako's.
put 4 kinetic combats in midnight grasp + 2 triples from Crushing Impact or Mako's
Steal a slot from Shadowmeld and put it in tough and add Gladiator 3% Def unique
instant 10.5% S/L Def and that puts you in the low 40's
You will NEVER get ranged and S/L both anywhere near the softcap on a /Regen...there's not enough power choices to do it, unless you use barrier or MoG or ShadowMeld, and shadowmeld won't help ranged.
Thanks for reminding me about the Gladiator's +3% Def IO. I've spent so long completely ignoring that IO due to the price that I tend to forget about it now that I can actually justify the cost of affording them. -
Here's the newest version of my launch DM/Regen Scrapper. I'm okay with the numbers I've obtained (31.2% Smash/Lethal, 33.1% Ranged and a 7.7 second gap in Hasten) but I can't help but feel that I've missed a few things and should be able to get at least Smash/Lethal to 35% (It feels like I should be able to get Rangedthere too) and get Perma-Hasten.
Anyone have any thoughts, advice or can point out anything obvious that I've missed?
Thanks in advance!
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Archaic Adverb - Respec: Level 50 Natural Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(27), Numna-Heal(31), Numna-Regen/Rcvry+(34)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 4: Quick Recovery -- P'Shift-End%(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(25)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(19)
Level 18: Dark Consumption -- SScrappersS-Dmg/EndRdx/Rchg(A), SScrappersS-Acc/Dmg/EndRdx/Rchg(37), SScrappersS-Rchg/+Crit(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-%Dam(40)
Level 20: Resilience -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Weave -- LkGmblr-Rchg+(A)
Level 26: Soul Drain -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(40), SScrappersS-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-%Dam(48)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 30: Maneuvers -- LkGmblr-Rchg+(A)
Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(34)
Level 35: Dark Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(48), RechRdx-I(48), RechRdx-I(50)
Level 41: Confront -- Zinger-Taunt(A), Zinger-Taunt/Rchg(42), Zinger-Taunt/Rchg/Rng(42), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(43), Zinger-Dam%(43)
Level 44: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 47: Super Jump -- Winter-ResSlow(A)
Level 49: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50), RechRdx-I(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(25)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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Quote:That's why you slot Dark Consumption with Obliteration on a /Regen. Between a Soul Drained Dark Consumption and a Fireball, I regularly do more damage than my Ionic Judgement. (Yeah, yeah, Ionic's range is better, has a chance to do more damage against Minions, etc, etc, etc). It's definitely a good addition to AoE damage for a single target specialist. Not much better to charge into an EB's group, get a full Soul Drain, kill all the minions with Fireball/Dark Consumption and then go to town on the EB with the majority of Soul Drain's buff time left.In a game ruled by AoE, I don't miss my DM/Reg at all. Interesting powerset, effective single-target however I felt DC was a bit redundant on a Regen. SD also pairs better with a secondary better able to make use of that +damage.
Random side note: My DM/Regen is a launch character as well and has *always* felt more sturdy than either of my /WP Brutes. (DM and SS in case it matters) -
As far as I'm concerned, when it comes to /Regeneration, there is no such thing as "enough" recharge or Healing so I will always recommend Spiritual first.
As for the rest of the options?
You're /Regen so you'll never need the Endurance help from Agility, Cardiac or Vigor.
You're /Regen so the Defense and Resistance bonuses from Nerve and Resiliant do not help very much.
You're /Regen so you're probably already running Tactics so you don't need the Accuracy from Nerve or Vigor.
You're a Scrapper so you can't Hold anyone so Intuition is pretty much useless.
That leaves Musculature, which is a good option, especially for BS with it's inherent Defense DeBuffs.
TL;DR, I prefer Spiritual for all /Regen characters but Musculature is a good option too. -
Quote:Only thing I can think of is that the OP's /Willpower character probably isn't built heavily for Recharge like us /Regen Scrappers are which I would guess isn't taking a sizable chunk out of the 90 second base recharge time.Say, huh, what?!? Are we talking about the same Shadow Meld? Granted, my DM/Regen is built heavily for Recharge, but Shadow Meld recharges FAST. I think in my standard build, it is up every 35-40 seconds.
Either that or the OP doesn't realize just how much of the 90 second base recharge gets taken out of Shadow Meld by just the modest amounts of Recharge needed to get Dark Melee running smoothly.
(Note: By running smoothly, I'm talking about using a 4th attack as a filler, not the Midnight Grasp->Smite->Siphon Life chain that a lot of us enjoy) -
Quote:I can't give you that number as I'm at work but I can give you a push in the right direction to figure it out for yourself.What accuracy percentage would one look for to ensure an attack hits the majority of the time when fighting purple-con enemies without debuffs?
According to Paragonwiki, you should have a base hit chance of 20% to hit a level 54 Arch Villain. (+4 Relative level for level 54, +5 relative level for Archvillain, -3 relative level for 3 level shifts.) A level 56 Boss should be a 30% hit rate. (+6 for level, +2 for Boss, -3 for Level Shift) Anyone else reading this, *PLEASE* correct me if I'm missing something about these relative level numbers.
So when you go into Mids, you'll look for an option to set the base hit chance for all Accuracy calculations. (It's 75% by default, replace this with the 20% or 30% or whatever other number you decide you want to use based on a http://paragonwiki.com/wiki/Attack_M...cs#Data_Tables) I'm at work right now so I can't load up Mids and tell you exactly which tab the option is in or what the exact text reads as. I'll try to remember to look it up when I get home and edit this post tonight with more details.
This change to Mids will make it so that when you mouse of a power and look at the details, it will show you the actual in game percentage hit percentage against level 54 AV's (Or 56 Bosses if you used 30%) after all of your set bonuses, powers and Incarnate Abilities but before the target's Defense or ToHit DeBuffs. -
Quote:A good amount. I don't have any specific numbers but last night I ran 2 of the normal repeatable missions and the first 3 story arcs and "only" got 14% iXP on my Interface and Judgement slots.I have a character that has the Alpha slot unlocked (but unslotted) and am running DA content.
I'm being rewarded both forms of iXP for kills and completions but neither my Interface or Judgement slots are showing any progress.
How much iXP does it take to even get to the 1% mark in either of those slots?
This being said, 2 thumbs up from me for eveything that I've messed around with so far on Issue 22. -
Very sad to see you go. You were always a pleasure to chat with at PAX. Thanks for everything!!!
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OK. Little sad that no one seems to have an opinion of APP/PPP picks nor an answer on how effective the Contagious Confusion proc is at getting bosses confused but that's OK.
Here's a build I just threw together with my two primary goals getting good Recharge and +Def. What do you all think?
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Frozen Flora 50: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Cold Domination
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Strangler -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33), UbrkCons-Dam%(33), Apoc-Dmg(34)
Level 1: Infrigidate -- HO:Endo(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Acc/Dmg/EndRdx(5), Posi-Dam%(7), TotHntr-Dam%(7)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Super Speed -- HO:Micro(A)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Conf%(13)
Level 10: Maneuvers -- LkGmblr-Rchg+(A)
Level 12: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(25), GSFC-Build%(27)
Level 16: Combat Jumping -- Krma-ResKB(A)
Level 18: Ice Shield -- LkGmblr-Rchg+(A)
Level 20: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(25)
Level 22: Glacial Shield -- LkGmblr-Rchg+(A)
Level 24: Boxing -- Empty(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(29), RechRdx-I(29), RechRdx-I(31), Posi-Dam%(31), ImpSwft-Dam%(31)
Level 28: Benumb -- Acc-I(A), RechRdx-I(34), RechRdx-I(45)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-+Res(Pets)(37)
Level 35: Sleet -- LdyGrey-Rchg/EndRdx(A), ShldBrk-%Dam(37), LdyGrey-%Dam(37), ImpSwft-Dam%(39), Posi-Dam%(39), Achilles-ResDeb%(39)
Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(43), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(50)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), Posi-Dam%(50)
Level 49: Weave -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(43)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:Highlights:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1493;696;1392;HEX;| |78DA6594C94F13511CC7DFB4536A4B4B5BCB529642D92A423BB461F1A0D144A0484| |2138C092E51EB04069838CED4694DD49B7777133D7855D48B46968047CFC63F45C1| |E5E0ADFE32BF6F294927693EEF7D7FEBFCDEEBE4EF4E073ECE3E3823A4F094A1964| |A8529CB2CDB966168B627AFAEEA4B829E50CEB6EE6B66226758B69A98C878494BD4| |1CAB31CA82A19AE5EAAEE790C3D93B2B2BCA94652C17A6AD5BBAA99675CB8CCC996| |B9AAD9965A5BAF02F5894E44251D39643CE725E539735BBB4A61703D57D51375783| |CE26A7AFAE9569179E29EA4BCADC9256C8ABA5B266DF8B517749FA6D48024FC5236| |65C426465D191632666C173E01CB337C5BC193C8815629220BBC526E593904FDA14| |8E9F6B0BDC66CA3BCC865DF0B5E4B08F46E676822B927B04BE603FD93C6C139E935| |C6B9BF65ED4F25EE59E8E5C03AF33FD05F00633A0322314E8433E5F0B2D62B2D822| |34723EB97111FE17994D97C0CBCCF0156694F204398F27F806B6B7CCA3EBE03B66E| |C3DE6FB81D94AB121F410FA279C1E0C9A6904338DA0AF226951D488FA7956CD8D60| |80D91A049B98B110D3A4D816E46B413E89EAB6416BABD02376C9D08E49B69FE2E97| |6558913E8AE12A7D6BD4E417159DCA60A9D1CEBEAEC605B2F7C53A09B2AC65131DE| |46713E597C21F4A066CF1E6ED63EB3FF17F81BFCC31CF8CBB4A9661F62FBBEC1D6E| |076FA19F8CEFB24FA4BA2DFE457D2A3B22851ECA073472B9EC187EC7BEC11F8187C| |C23CFE147CC6FC442586704386D2AC0D2BCCF428986166B3CCCF1433C2A7E71AC10| |9A4C27C3AA966E606F928781F658CE346C7C1097012794F80782F99669BC12DCA20| |FF0F3FFD0BA14969F6DBAB6992749A67935EE4FA3F0FFB0FB1FF7E4D734BAFA8663| |3CDE139DEF905F892D9251FFA1238372A5E532AC375D64C9D92AD53C6EA94F13A65| |BE4E59900FBE3F4272145F98BE2AE8E47C94DAC5FA3F07C4EBE0| |-------------------------------------------------------------------|
S/L Def over 40% and Ranged at 32.3% for (almost) soft capping with a small purple.
110% Global Recharge ignoring Hasten and probable Spiritual Alpha slotting resulting in 4 seconds of Hasten and 11 seconds of Heat Loss downtime.
With the Spiritual Core Paragon, I have .6 seconds of Heat Loss downtime and almost 9 seconds of Hasten overlap. Also, this brings Ice Storm's recharge under 30 seconds for >50% uptime.
What'd I do wrong? What'd I do right? What could I have done better? All comments welcome. Thanks in advance! -
Hey there. I was playing my Plant/Cold Controller last night with my girlfriend and took a few too many faceplants due to the addition of bosses in the groups so I've decided to finally figure out a "Level 50 Build" for her. The current build she has works just fine for my uses when soloing but I figure that there a number of upgrades I can make. Unfortuantely I'm at work at the moment so I can't actually post my build itself at the moment so I'll for now just ask opinions on other APP/PPP that I might want to look at.
I'm currently running Ice Mastery and love it for Ice Storm and the +Def shield.
I've run Earth Mastery in the past and really enjoyed having the second hold with Siesmic Smash and the extra damage from Fissure in addition to having a +Def shield.
Looking at the other three APP set, none really stand out to me. I have Heat Loss so both Consume and Conserve Power seem like a waste. I also don't see many powers that would benefit from Power Boost outside of the two shields in Cold, though I may wrong about this. I do like the idea of the Mez protection that Indomitable Will provides though that would probably be the only power I'd use regularly though I have absolutely no experience with Psionic Tornado.
In terms of the PPP, I'm curious about how useful the four Pets are.
I'm tempted by Mace Master for the +Def shield but as I tend to hold off on using Roots so that I can bounce enemies with Sleet I'm not sure that I'd use Disruptor Blast and most likely wouldn't use Focused Accuracy either as I am planning on taking Tactics. The only other PPP that seems interesting is Soul Mastery for Soul Drain but I don't know if that'd be a noticable enough difference in the rest of my damage to make up for loosing something like Ice Storm. Granted, with Soul Mastery I would be able to pick up Dark Obliteration. I don't really see anything in Mu or Leviathan that stands out as reasons to choose them over other pools.
Am I missing or overlooking anything obvious in Fire/Power/Psionic Mastery or the 4 Patron pools that really compliments a Plant/Cold Controller? Are the pets in the 4 Patron Pools useful or will they be dieing as often as my poor fly trap? Or is it really just a 2 horse race between Stone and Ice as it seems to me at this time?
Thanks in advance and I'll be posting a potential build for critique later on tonight or this weekend.
Oh yeah, one other thing. Is the Contagious Confusion proc good enough to get some help in confusing bosses or am I just stuck hoping for Overpower to go off on the bosses and waiting for Seeds to recharge? -
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Quote:Actually, yes. Yes one does. Ofcourse, the immediate next sentence is "Let me help you drink it."does one go to a bar and say "oh, I'm sorry, you have TOO much good scotch here."
Thinking back, I can't remember the last time I was in a non-Trial/Task Force PUG that had a Tanker except the rare times I run mine... o_O Too many Tankers? I don't see enough... -
Here's a thread from the SoA forums (Yeah, not a MM but the principles are similar) that's got a lot of information in leveling/exemplaring builds as well.
http://boards.cityofheroes.com/showthread.php?t=248244
If nothing else, it's a good read with some good basic slotting information. -
Quote:>Laughs< I don't know why you'd be surprised by that as it's great information that's useful for more than just a Hunts(wo)man. Not only have I discovered how much fun a SoA should be (I had terrible builds when I tried 'em earlier) but I've also used a lot of the level slotting ideas in that thread on my Claws/SR Brute and she's now way more survivable at all levels than she was when I had her frankenslotted waiting to get to 47 to slot "real" IOs.At this point, I'm more amazed by the thought that anyone has read what I wrote ... let alone might be using (any of) it.
But yeah, I kinda echo the OP's sentiments. It's amazing how solid and fun SoAs are and it's a bit of a head scratcher that they aren't used a bit more often. -
Quote:Yes, Power Boost only lasts 15 seconds. The key is that anything you cast in that 15 seconds doubles *for the duration of that other power*. You would be correct about the lowering of the defense if we were talking about a Toggle power like Maneuvers. But since Farsight lasts 2 minutes (1.5 minutes? I forgot) on it's own, it "keeps" the Power Boost bonus for the entire time the power is on even though Power Boost itself expired long ago.I've heard a few people being this up before. Doesn't power boost only have a fifteen second effect and a two or three minute cool down? If that is so you are going to spend a lot of time not capped...
It's a magical thing, really. -
Fair enough. Thanks for the answers!
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GReat information but I have a couple random questions for ya Redlynne. I don't think you've addressed these questions but I could have missed the answers when re-skimming the thread just now.
Why level 25 Red Fortune enhancements instead of level 27 like you've done with the rest of the build?
Also, why use the Positron's Blast Damage/Range instead of the Damage Proc in Venom Grenade and Frag Grenade? Heavy Burst is only out to about 75ft in your build and WAWeb Grenade is at the normal 80ft range so boosting Frag and Venom to 90ft seems useless. Is it because you'd rather have the extra 16% damage all the time than depend on the law of averages to deliver the extra 4-5 damage per attack that I'm calculating the Proc to deliver?
Or is my math wrong? 16% on Venom is about 8.7 extra damage per enemy, 16% on Frag is about 10.4 more damage per enemy and the proc "should" deliver around 14.2 "per enemy".
Anyway, just trying to wrap my head fully around the "Why" of all the choices you made in your example build so I can extend some of these theories to other characters. Thanks in advance! -
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Arachni-Stalker (Now a Huntsman most of the time though it was originally intended to be a Mace Bane, go figure)
Night's Widow (What can I say, I was out of creativity that night) -
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Quote:Agreed. Jump into the fight with Time's Junction running, drop Distortion Field, hold a boss with Time Crawl/Time Stop, toss out Slowed Response and then I look for Lts to Provoke. Works like magic. Only have to use Temporal Healing maybe every 3/4 spawns now that my Defenses are starting to become useful.Well, running Time Manipulation, I would say I probably have access to 3 great aggro control/grabbing powers already. I have Time's Juncture, my slow/hold patch, and Slowed Response. So, in terms of leading off a fight, Provoke is not necessarily my "go to" power. I would rather be throwing down debuffs to start off. But, I find Provoke is excellent for helping to keep the mobs operating within parameters that are favorable to me. Namely, all of the heavy fire is aimed at me where my high defenses absorb the vast majority before Bodyguard even needs to kick in.
Can't wait for perma-Power Boosted Farsight. -
Quote:Both are great combinations. From a theme standpoint, it's really hard to beat Demons/Termal but I have completely fallen in love with how Time plays and how well rounded it is. Buffs, Debuffs, and even a heal for my fragile minions.I vote Demon/Time, simply because I have one and she's a ton of fun. And was able to solo double-spawn trick or treating in the teens, which I count as a big plus on survivability.
But then again, Thermal animations are purty, and fit very well with the whole demonic hellfire concept, so either choice would probably work well.
If it was my choice, I'd go Demons/Time but Demons/Termal would be one of my other 2 choices. (Demons/Dark being my third choice) -
Quote:Seconding the vote for Ninjas. Their tendency to be in Melee range combines well with Time's Juncture and other PBAoE powers in Time Manip. Plus, having the enemies slowed way down and the Ninjas being naturally fast (More so with Temporal Selection, etc) really makes for a fun combination.I ran ninja/time up to 23 or so and enjoyed it a lot. It was sometimes fiddlier the I really care or, but fun - fast, and full of useful stuff when grouping as well as soloing. And I enjoyed the ninja as minions for being so fleet on their feet.
This is by far the most fun I've had with a Mastermind. -
Quote:Seconding everything that Claws is saying. I have been playing my DM/Regen Scrapper since launch and regularly tank the AVs in task forces while the Tanker or Brute is being rezzed. And I still haven't taken the time to finish my build (Extreme Alt-itis means I still need 2 more LotG +Recharge and the switch to Villain to unlock Soul Mastery).I've been the last man standing on numerous TFs, while "stronger" characters were sucking pavement.
The key to playing a Regen effectively: Learn to anticipate what is going to happen, instead of expecting to be able to react after it's already happened. Remember you have inspirations. Know when you need to hit a heal and when your passive regen will see you through.
Regen has a learning curve to it. It's a harsh curve, and you WILL eat floor a lot while you're mastering it. But once you have it mastered, the things you can survive are impressive.
The fact that I can survive better than Tankers and Brutes shows that /Regen is an extremely durable set *WHEN PLAYED PROPERLY*. I still faceplant occasionally for the same reasons that Gavin mentioned as I don't play Archaic enough to always remember which green icon is which and I don't have the luxury of Shadow Meld yet.
As has been said, if you're easily frustrated or looking for a fire and forget secondary, you might want to avoid /Regen but if you take the time to learn it, slot it and love it, /Regen will allow you to do some absolutely ridiculous things.
I don't have a problem with people that say that they don't like playing /Regen. I just have a problem with the people who say that /Regen sucks.
TL;DR: Don't believe people if they say that /Regen sucks. Just know that /Regen takes some work and isn't for everyone. -
Quote:Granted, it's still a low level MM, but Time's Juncture and Ninja (melee minions) seem to work very well together. Throw in Time's heal, buffs and other debuffs/holds and this is a well rounded set that plays very well with a Mastermind in the middle of combat. In fact, so far this is the funnest Mastermind combination I'm played so far. Can't wait to have time this weekend to play her some more and that's never happened to me with a Mastermind. I'm a lifelong Scrapper/Brute addict.I haven't tried Time yet but want to. I just haven't decided which primary I want to pair with it.
So I guess that's the answer to this thread's original question. My Ninja/Time Mastermind.